This kinda works in Chrome, though not in Firefox.
I give up on canvas renderer in these two examples in FF, it's anyways extremely slow with nontrivial textured models.
Slightly modified ro.me buffalo test - using alpha test instead of alpha transparency to get rid of artefacts, also increased number of buffaloes to 375.
* Added support to texture.offset in CanvasRenderer
* Removed ShadowVolume, ShadowVolumeDynamicMaterial and LensFlare classes.
* Removed Stencil Shadows and LensFlare code out of WebGLRenderer
* Added 2.59 folder to Blender, and removed old ones.
Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code).
Use UTF8 format with caution, it is very neat but has quite a few limitations:
- number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less)
- models must have normals and texture coordinates
- texture coordinates must be only from <0,1>
- no materials support yet
- models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
* Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
- moved 3d-only text parameters from TextPath into TextGeometry
- added safeguard for bevelSize and bevelThickness not affecting shape size if bevel is disabled
- updated text examples as now TextGeometry is not anymore centered
Note: shadow maps as currently implemented are very fussy, they need tons of tweaking to look halfway decent. Also current implementation doesn't do proper depth normalization. For some reason this gives better results than the "right way".