Mr.doob
0113a407a0
Merge remote-tracking branch 'alteredq/dev' into dev
2011-08-03 15:02:33 +02:00
alteredq
01bebe5c40
Added DataTexture, for creating textures out of raw data.
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DataTexture can be used in the same places like image / video based Texture (WebGLRenderer-only).
To be used like this:
var width = 64, height = 64, bytes = 3;
var data = new Uint8Array( width * height * bytes );
// fill data array with values 0 .. 255
var texture = DataTexture( data, width, height, THREE.RGBFormat );
texture.needsUpdate = true;
For the moment only UNSIGNED_BYTE type is supported.
2011-08-03 00:50:43 +02:00
alteredq
dc0425824a
Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation.
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This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture.
By default it's switched off (alphaTest = 0).
AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
2011-08-02 21:20:35 +02:00
alteredq
35b9c8dd69
Merge remote-tracking branch 'remotes/zz85/experimental' into experimental
2011-08-01 23:41:00 +02:00
zz85
a7b7377c03
Added curve segments parameter passing. defaults to 6
2011-08-02 04:17:58 +08:00
alteredq
3e321b4a17
Added passing of curveSegments for ExtrudeGeometry / TextGeometry down to Shape.
2011-08-01 22:10:49 +02:00
alteredq
15c6845a3b
Added shadow receiving to ParticleBasicMaterial.
2011-08-01 18:42:50 +02:00
alteredq
3d94fc6bcf
Refactored Shape.Utils.triangulateShape to use hashmaps instead of O( m * n ) loops.
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This cut TextGeometry creation time almost by half.
2011-08-01 15:45:48 +02:00
alteredq
92465c4e4c
Refactored ExtrudeGeometry.bevel to use less temporary vectors.
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Didn't help much, there is still a lot of garbage collection showing up in profiler (~18 %).
Also, real hotspot are loops in Shape.Utils.triangulateShape (with ~27% of total time spend on Vector2.equal). This maybe could be refactored with hashmaps.
2011-07-31 23:53:17 +02:00
alteredq
ce8b942ebe
Merge remote-tracking branch 'remotes/zz85/experimental' into experimental
2011-07-31 21:40:51 +02:00
alteredq
56df7724ed
Extended GeometryUtils with methods for getting random points.
2011-07-31 21:21:25 +02:00
zz85
3db68227d5
Fixed the fish, added a smiley to shapes demo
2011-07-31 03:58:16 +08:00
zz85
bbdea5f4fd
Fixed ugly sharp corners with new bevel algorithm
2011-07-31 02:59:17 +08:00
alteredq
bafa6ec100
Added worker closing to JSON template in 3ds max exporter.
2011-07-29 16:29:36 +02:00
zz85
54abb899c5
Merge remote-tracking branch 'alteredq/experimental' into experimental
2011-07-29 05:28:40 +08:00
zz85
f875cfc6ad
added centroid to path
2011-07-29 05:28:34 +08:00
Mr.doob
c5d812da29
Merge remote branch 'alteredq/dev' into dev
2011-07-28 20:30:05 +02:00
alteredq
c0d371be7c
Merged with zz85's shape / path / extrude / bevel / text updates.
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- 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
2011-07-28 19:19:52 +02:00
alteredq
6376d99005
Added shadow map example.
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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".
2011-07-28 15:43:50 +02:00
alteredq
b7987429ac
Tried texture2DProj instead of texture2D for shadow maps.
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Doesn't seem to produce visible difference.
2011-07-28 14:34:55 +02:00
alteredq
73cb0bf616
Added percentage-close filtering to shadow map shader.
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Nine tap sampling, by default it's on, switch off with:
renderer.shadowMapSoft = false;
2011-07-27 22:34:40 +02:00
zz85
d90f5e6875
Fixed text geo error
2011-07-28 04:05:05 +08:00
zz85
faf189c3dc
Some refactoring + cleanup for TextPath, Geometries, Shapes
2011-07-28 03:56:21 +08:00
alteredq
5fd7ee2f3b
Normalized FirstPersonCamera vertical look speed when using vertical look angle constrains.
2011-07-27 16:02:38 +02:00
alteredq
ae2357a099
Added handling of multiple shadows. Added matrix4 array and texture array uniform types.
2011-07-27 15:38:07 +02:00
pushmatrix
4f3ba55ecb
Adding the missing constructor reference to Three.js object prototypes
2011-07-26 23:35:21 -04:00
alteredq
3ce4e90909
Added forgotten SpotLight.js
2011-07-27 01:49:30 +02:00
alteredq
77341c86b1
First attempt at shadow mapping (work-in-progress).
2011-07-27 01:35:44 +02:00
zz85
eb17987efc
New Bevel algorithm, TextPath, TextGeometry updated
2011-07-27 05:32:46 +08:00
zz85
b72d731cd9
Really interesting (but wrong) bevel effects
2011-07-27 03:32:03 +08:00
zz85
c7133cac6f
Merging alteredq/dev
2011-07-27 03:07:03 +08:00
zz85
7dbf0554fd
Fixed bevel but yet another problem
2011-07-27 02:36:50 +08:00
zz85
2134d6b36c
bevel attempt 3b failed
2011-07-27 01:38:06 +08:00
Mr.doob
d1a2a18dc5
Merge remote-tracking branch 'alteredq/dev' into dev
2011-07-26 12:22:39 +02:00
Mr.doob
207df16bf6
Meging with alteredq's dev branch.
2011-07-26 12:22:30 +02:00
zz85
547afeb332
Bevel version 3a failed
2011-07-26 13:57:58 +08:00
alteredq
f72cec853f
Fixed FlyCamera Earth example.
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As normal map material now handles fog, it has to be enabled explicitly.
2011-07-25 11:54:04 +02:00
alteredq
b3f4e638cf
Added up/down movement to FirstPersonCamera.
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Corresponding keys:
- R up
- F down
2011-07-25 11:49:32 +02:00
alteredq
e9ca7cf7f3
Merge remote-tracking branch 'remotes/mrdoob/master' into dev
2011-07-25 11:31:32 +02:00
alteredq
d44e284bc4
Added Matrix4 type to uniforms. Fixed Texture cloning. Fixed uniforms cloning for Vector2, Vector4 and arrays.
2011-07-25 11:03:11 +02:00
zz85
d8227e7a6d
Big bang attempt at Text + Path + Shape + Extrude Integration. Lots of things to fix
2011-07-23 23:21:57 +08:00
Mr.doob
ea73f43d65
Merge remote-tracking branch 'alteredq/dev' into dev
2011-07-22 21:18:58 +02:00
Mr.doob
d1f5c68066
Merging with alteredq's dev.
2011-07-22 21:18:20 +02:00
Mr.doob
f96e48d0c3
Merge branch 'master' into dev
2011-07-22 20:38:39 +02:00
Mr.doob
418780fc74
Fixed yet another glitch with CanvasRenderer.setClearColor (thx @StephenHopkins)
2011-07-22 20:37:54 +02:00
alteredq
fc6b13d9ba
Added path.createSpacedPointsGeometry() and extended shapes example to show such equidistantly sampled paths.
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Spaced points are magic that will eventually make objects follow paths with constant speed.
2011-07-21 23:06:14 +02:00
alteredq
87cc607c4f
Added createPointsGeometry for Path.
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This is a more proper way how to generate visual lines / vertices (all elements use single geometry).
Also extended shapes example to show how to use this with Line and ParticleSystem.
2011-07-21 22:00:57 +02:00
alteredq
e52edb5d1a
Refactored Shape API: replaced bool parameter in extractAllPoints with two named methods.
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(per Qt API design suggestions http://developer.qt.nokia.com/wiki/API_Design_Principles )
Also some more whitespace cleanup.
2011-07-21 18:35:21 +02:00
alteredq
f962eb2ea6
bezel => bevel in TextGeometry and its example
2011-07-21 17:53:51 +02:00
alteredq
c35cca9ecf
Changed canvas_geometry_shape => webgl_geometry_shapes.
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Also cleaned up ExtrudeGeometry.
2011-07-21 17:34:28 +02:00