2431 Commits
Author SHA1 Message Date
Mikael Emtinger b35b70a0e0 Fixed bug in stencil shadow renderer.
Added Q-button to Quake Camera to freeze update (good to have when debugging stuff so camera go away)
2011-04-01 18:19:18 +02:00
alteredq 27b0ee0be7 Updated Loader to handle more material parameters (blending, transparent, depthTest). 2011-04-01 15:53:39 +02:00
Mr.doob 29da25e746 WebGLRenderer: Added internal cache for compiled shaders. Already compiled shaders get reused. 2011-04-01 07:38:22 +01:00
alteredq b6aa8c8433 And some more globals, third time is a charm? 2011-04-01 04:08:41 +02:00
alteredq a53921fb22 Fixed more globals in JSONLoader. Also updated ubiquity test includes. 2011-04-01 03:57:06 +02:00
alteredq 2d7833d32e Fixed runaway globals in JSONLoader. 2011-04-01 03:34:26 +02:00
alteredq d12252421e Synced with mrdoob's branch. 2011-03-31 23:48:38 +02:00
Mr.doob 816d19a8d6 REVISION ++ 2011-03-31 22:29:53 +01:00
alteredq f518051f1f Fixed some spurious invisible character in WebGLRenderer.
No idea where they came from, looks like maybe some different encoding than ascii?

In Scite / Chrome console they look like 0Â.
2011-03-31 23:25:48 +02:00
Mikael Emtinger 70594cc9ce Fixed so dirty=false after uploading custom attribute 2011-03-31 15:45:48 +02:00
Mikael Emtinger e88b1b4783 Merged with mrdoob.
Fixed so lens flares uses AdditiveBlending in example.
2011-03-31 13:57:52 +02:00
Mikael Emtinger a0b0de46ff Added support for custom attributes in MeshShaderMaterial.
Added support for THREE.Vector4 as uniform.
2011-03-31 13:54:33 +02:00
Mr.doob d5cff3fd37 WebGLRenderer: Removed dupe blending. 2011-03-31 08:43:37 +01:00
alteredq 36cd380725 Synced with mrdoob's branch. 2011-03-31 09:12:57 +02:00
Mr.doob bfceae1655 Minor formating clean up. 2011-03-31 07:42:30 +01:00
Mr.doob 0014ce7215 Fixed glass transparency in scene example. 2011-03-31 07:29:10 +01:00
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 cc453b6bda Merged with empaempa's branch.
Hopefully now it's proper. All examples are working.
2011-03-31 06:21:25 +02:00
Mr.doob 1b98dbb033 Improved grass example. 2011-03-31 05:15:27 +01:00
alteredq a0636d934b Messed up merge with empaempa. 2011-03-31 05:42:49 +02:00
Mikael Emtinger 7b07f34b7d merged with mrdoob. fixed so depthMask is correctly restored after stencil and lensflares. removed all enable/disable _gl.BLEND as it's always on. 2011-03-30 20:52:23 +02:00
Mr.doob 49773aab42 Merge remote branch 'alteredq/master' 2011-03-30 08:49:15 +01:00
Mr.doob 97c556cb3d Unneded property set. 2011-03-30 08:48:56 +01:00
alteredq f51a53bd23 Synced with mrdoob's branch. 2011-03-30 06:41:48 +02:00
alteredq ccc566463e Replaced QuakeCamera's dragToLook parameter with activeLook parameter.
DragToLook was weird, instead activeLook can be now used for simple switching on/off of mouse look around.
2011-03-30 06:38:24 +02:00
Mr.doob 8b63842305 CanvasRenderer: Hocked materials linecap/linejoin/wireframeLinecap/wireframeLinejoin with context.linecap/linejoin. Made it 'round','round' by default again. 2011-03-30 02:08:05 +01:00
Mr.doob 01d60217cc Updated builds. 2011-03-29 20:30:06 +01:00
Mr.doob 11d29f464b Merge remote branch 'alteredq/master' 2011-03-29 20:25:23 +01:00
Mr.doob 67c7b15552 Reverting Camera.update as how it was before (as it turned out that wasn't the problem). This needs more testing. 2011-03-29 20:23:55 +01:00
Mikael Emtinger 3536f3f2f5 Merged with MrDoob 2011-03-29 20:50:45 +02:00
alteredq 220983f455 Updated Blender importer to show textures. 2011-03-29 18:10:34 +02:00
alteredq 764121a86e Merge branch 'master' of http://github.com/mrdoob/three.js 2011-03-29 15:00:38 +02:00
Mikael Emtinger ac6f422a6f Added LensFlares. Note that a new blending mode has been added. Added an (quite ugly example). NOTE: this doesn't seem to work on Chrome+Mac+NVIDIA unless you turn off antialias (which I've done in the example). 2011-03-29 13:30:53 +02:00
Mr.doob 3960e5c8ef Camera was hitting infinite loop when useTarget = true. Hopefully this fixes it.(Thx bai) 2011-03-29 10:11:01 +01:00
Mr.doob 532929d510 WebGLRenderer: Added distance (falloff) to PointLight. 2011-03-29 06:13:21 +01:00
alteredq 10e86a45fe Added handling of materials and textures to Blender importer.
Also added custom property to materials to be able to select if vertex colors should be used for the material.
2011-03-29 05:51:49 +02:00
Mr.doob 449a981925 CanvasRenderer: Added distance(falloff) to PointLight. Removed illumination to ParticleCanvasMaterial. 2011-03-29 03:50:04 +01:00
Mr.doob 377d1904de Modified cubemap example to be more in the way one would render a Skybox like. 2011-03-28 17:11:27 +01:00
alteredq 6552dd559a Updated all builds. 2011-03-28 16:51:27 +02:00
alteredq fd145f038e Reverted accidental reverting of mrdoob's changes. 2011-03-28 16:45:11 +02:00
alteredq dc8c98db5f Put some shader attributes behind #ifdef in buildProgram.
This is to see if it helps with shader validation complains that recently started to pop up in Chrome ANGLE (but curiously not in Firefox ANGLE).
2011-03-28 16:24:22 +02:00
alteredq 827dcdd908 Added handling of UVs to Blender importer. 2011-03-28 04:17:38 +02:00
alteredq 32cd7c25c2 Added handling of vertex colors to Blender importer. 2011-03-28 02:49:28 +02:00
alteredq 012b9a7c04 Added handling of normals to Blender importer.
There is checkbox for choosing whether Blender should recalculate vertex normals or whether to use normals from the data.

Using vertex normals from the data can in some cases lead to artefacts. This is probably caused by sharing of vertices across several faces (I didn't find a way how to specify vertex normals per face use of vertex; there is just API for setting normals to vertices).

If you select "recalculate vertex normals" (default), this sets faces to use smooth shading, which upon subsequent mesh update computes correct vertex normals (but it will lose eventual smoothing groups baked in vertex normals).
2011-03-28 00:44:19 +02:00
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 5c684f93d8 Updated builds. 2011-03-27 08:04:26 +01:00
Mr.doob a23f8309ed Merge remote branch 'alteredq/master' 2011-03-27 08:03:19 +01:00
Mr.doob ba7ad63043 WebGLRenderer: Minor syntax clean up. Removed the rest of premultiplied alpha ops. 2011-03-27 08:03:00 +01:00
alteredq 33e5a9bfe0 Added very basic Three.js Blender importer.
Very much work in progress, for the moment it creates just pure geometry (no normals, uvs, colors or materials).

Also fixed bug in JSONLoader in handling of face uvs.
2011-03-27 08:47:11 +02:00
alteredq f1a91c9fd5 Fixed bug in max exporter.
Vertex color parameter was undefined for dummy materials.
2011-03-26 20:49:52 +01:00