26 Commits
Author SHA1 Message Date
alteredq 6ea8d3e83c Extended Texture class with "format" and "type" parameters.
As per @toji's "don't lie to WebGL about your format" recommendations in WebGL Camp 4 talk (http://media.tojicode.com/webglCamp4/#19).
2011-12-10 20:23:33 +01:00
Mr.doob 5697084e64 Moved RequestAnimationFrame.js code right into src/Three.js. 2011-11-29 03:29:13 +01:00
Mr.doob 6b151b552e Merging with @alteredq's experimental branches. 2011-10-23 12:34:46 +02:00
alteredq 064138d826 Updated more examples. Got AnaglyphWebGLRenderer and CrosseyedWebGLRenderer working.
CrosseyedRenderer is a hack, camera must have target :S.
2011-10-05 03:25:02 +02:00
Mr.doob ad31ff1214 Fixed the rest of the examples.
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
2011-10-02 06:33:32 +02:00
Mr.doob bbb65a768c Updated HTML of the rest of the examples. 2011-09-20 19:27:01 -07:00
Mr.doob 19d8261174 More examples clean up. 2011-09-20 18:31:13 -07:00
Mr.doob a940f05427 Updated examples with the new .add/.remove methods. 2011-09-05 23:16:56 +02:00
alteredq ca05c86fc5 Removed surprising bottleneck in WebGLRenderer.
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was.

Gained about 10 fps in performance test, and that was for for loop iterating over single property.

Also fixed broken examples with postprocessing.
2011-09-03 00:11:29 +02:00
alteredq 743363b5b5 Updated video and dynamic particles examples to use new postprocessing system. 2011-08-31 13:38:05 +02:00
alteredq 797530e4f7 Moved 2d filter shaders from ShaderUtils to ShaderExtras. 2011-08-31 13:16:49 +02:00
alteredq 495de75ff2 Added OrthoCamera.
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
2011-08-29 10:34:18 +02:00
Mr.doob bfdb10a85a Updated all examples so they use the renamed geometry classes. 2011-06-13 18:33:53 +02:00
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00
Mr.doob e8847848ad Merging with alteredq's branch. 2011-04-09 08:22:59 +01:00
alteredq 5a684c29ea Fixed broken video texture example.
Hope it's the last one. Also here performance is ok.
2011-04-02 21:06:37 +02:00
Mr.doob 8af4dd49c1 WebGLRenderer now uses material.transparent to determine whether a material is transparent or not.
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
2011-03-31 07:22:44 +01:00
alteredq 49872b2afd Disabled antialias for examples that use full-screen postprocessing.
It doesn't have effect there anyway as scene is rendered to FBO without multisampling.

Turning antialiasing off here didn't have much effect on performance though (unlike for particles).
2011-03-27 21:19:49 +02:00
Mr.doob 5abbcec449 That trickery isn't needed anymore. 2011-03-24 20:40:08 +00:00
alteredq 3b6b3dc578 Made more examples working. 2011-03-21 07:10:12 +01:00
alteredq 4c59647907 Added FileAPI to Detector.
Also for the moment reverted autoupdate of canvas based textures. This breaks things and proper fix seems to require more efforts :(
2011-03-09 02:45:52 +01:00
alteredq c61f89ba14 Brought back bloom.
Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
2011-03-08 17:33:34 +01:00
alteredq 2294094adf Cleaned up a bit WebGLRenderer.
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default.

New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing).

(doing documentation is indeed turning out to be useful)
2011-03-06 19:39:32 +01:00
alteredq cf2e8c1bbf Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
Went through all examples, all should work.

JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
2011-02-28 14:52:04 +01:00
Mr.doob 45ec0f329b Reverted Camera::FOV,zNear,zFar to Camera::fov,near,far.
Most of the examples or working again as usual. Only `webgl_scene_test.html` and `webgl_ribbons.html` left.
2011-02-26 03:45:16 +00:00
alteredq cff95a119c Textures are now updateable.
That was much tougher than expected. No wonder other WebGL video demos around the web are broken.

Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky.

Please report if something got broken. I tried to go through all textured examples but I may have missed something.

If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of).

Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken).

"needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
2011-02-23 23:43:32 +01:00