2431 Commits
Author SHA1 Message Date
alteredq 0bf0e59f12 Synced with mrdoob's branch. 2011-03-11 01:54:53 +01:00
alteredq a273871911 Fixed handling of file names with multiple dots in exporters and converters.
Also half-baked QuakeCamera update managed to sneak in.
2011-03-11 01:47:56 +01:00
Mr.doob ce751a10dd WebGLRenderer now doesn't render objects with material.opacity == 0. 2011-03-10 16:19:19 -08:00
alteredq 715f8c4f6e Max exporter can now export vertex colors. 2011-03-10 23:03:08 +01:00
alteredq 1ebcd0f1da Fixed bug in FogExp2.
It's now possible to create fog with zero density (which makes sense if you want to build shader with fog support, but not yet use fog, in contrast to not having fog in scene at all).
2011-03-10 16:04:58 +01:00
alteredq 40bbe28c40 Fixed OBJ converter to handle edge case where MTL file has more materials than corresponding OBJ file.
Also half-baked broken vertex colors in Max exporter managed to sneak in this commit.
2011-03-10 13:20:16 +01:00
Mikael Emtinger 29d45e6da5 Mergable: Added VertexAnimatedMesh. 2011-03-10 12:19:56 +01:00
alteredq 4ae13ca087 Updated max exporter to handle also messed up multimaterials. 2011-03-09 23:41:03 +01:00
alteredq 13ccc02a8a Refactored shader and uniform snippets out of WebGLRenderer into WebGLShaders. 2011-03-09 21:44:11 +01:00
alteredq d6db37ef7f Loader now keeps track of texture file names.
These are stored in "material.map.sourceFile".
2011-03-09 14:26:08 +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 b817eaf9f9 Made colored billboard particles smaller.
That's about maximum size of point primitives ANGLE can handle, at least on my ATI card :(

It seems this max size can be GPU specific:

http://www.pouet.net/topic.php?which=6092&page=1
2011-03-08 22:09:49 +01:00
Mr.doob 98af2b1b92 Added sizeAttenuation property to ParticleBasicMaterial (disable perspective scaling). 2011-03-08 12:03:52 -08:00
Mr.doob 18dd03e90f Fixed particle scaling vertex shader (hopefully it now works on ANGLE). 2011-03-08 11:00:21 -08:00
alteredq 6b9a08e5ed Synced with mrdoob's branch.
Particle size attenuation still need some work to fix differences between ANGLE and OpenGL.
2011-03-08 19:50:43 +01:00
Mr.doob 5b9ca694d3 WebGLRenderer Particles now scale.
Texture sets needsUpdate to true for <canvas> elements by default (webgl_objconvert_test.html seems to be randomly affected by this).
2011-03-08 10:02:14 -08:00
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
Mr.doob 8a9b4ab429 Merge remote branch 'empaempa/master' 2011-03-08 05:10:49 -08:00
Mr.doob 90fc8e8790 Fixed WebGLRenderer aspect ratio bug when there is only one shader. 2011-03-08 05:08:20 -08:00
Mikael Emtinger 42b0d7e0bf Removed n.X4 = eye.xyz from lookAt 2011-03-08 13:55:14 +01:00
Mikael Emtinger 4ecbd08581 Updated so all times now are in MS instead of seconds. Note that all animations need to be re-exported with an exporter that supports this. 2011-03-08 10:26:33 +01:00
Mikael Emtinger 117672c94c Merge branch 'master' of git://github.com/mrdoob/three.js 2011-03-08 09:39:54 +01:00
alteredq c7826c1d56 Fixed old normals name in Geometry.computeFaceNormals.
Thanks to empaempa for spotting this ;)
2011-03-07 12:02:24 +01:00
Mikael Emtinger 549f9b03a5 Merged with alteredq. 2011-03-07 08:50:51 +01:00
Mikael Emtinger 0ee15104cb Fixed bug: bone.useQuaternions wasn't set, it is now. 2011-03-07 08:32:39 +01:00
alteredq 91795a3510 Updated Max exporter.
Made face flipping heuristics optional, it messes up scenes that are ok.

For scenes that after exporting have objects with flipped normals, original assets can be fixed in Max in a following way:

1. find out problematic objects in Max
  1. select all objects
  2. set View -> xView to show "Face Orientation"
  3. select all object that are fully/mostly green
  4. in Utilities apply Reset XForm to selected objects (this will show messed normals also in Max, otherwise they are hidden)

2. fix problematic objects
  1. apply Normals => flipNormals modifier to selected object
2011-03-07 04:47:22 +01:00
alteredq c421b2d791 Number of bones in skinning shader is now taken from SkinnedMesh.
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
2011-03-07 01:25:11 +01:00
alteredq 6151624e3a Max exporter now exports multiple selected objects.
Unfortunately with larger scenes with many different types of objects face flipping heuristics doesn't work all the time :(
2011-03-07 00:28:42 +01:00
alteredq 129fddfd57 Fixed flipped normals workaround in max exporter.
Hope so. At least now hacked face normals correspond to face normals computed from scratch in Geometry.

(If only max didn't have zillion ways how to achieve the same visual results :/. I tracked this flipped normals/faces business down to XForm modifier - it doesn't get collapsed properly when making TriMesh / Editable_mesh snapshots. At least Editable_mesh snapshot differs in way that is exploitable for workaround hack.)
2011-03-06 22:56:36 +01:00
alteredq 88a13e7d39 Added safeguard in OBJ converter for not crashing on zero-sized degenerate normals. 2011-03-06 21:47:07 +01:00
alteredq a6146360bc Added "enableDepthBufferWrite" API call to WebGLRenderer. 2011-03-06 20:03:31 +01:00
alteredq c3d29f491b More cleanup of WebGLRenderer. 2011-03-06 19:54:31 +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 ba0047cb1c Resurrected "noFly" as QuakeCamera's override. 2011-03-06 17:39:13 +01:00
Mr.doob 482fe243a4 Removed Matrix4.multiplyVector3OnlyZ as it's not being used... ? r35 2011-03-06 11:05:30 +00:00
Mr.doob 952631c923 REVISION++
Added some examples to README.
2011-03-06 09:41:15 +00:00
Mr.doob 2a6be883f2 Merge remote branch 'alteredq/master' 2011-03-06 09:16:18 +00:00
Mr.doob c89b4008f3 Added translate( distance, axis ), translateX( distance ), translateY( distance ) and translateZ( distance ) methods to Object3D.
Camera3D translate method overrides Object3D's one. NoFly parameter removed (this should be handled from outside I think).
2011-03-06 09:16:03 +00:00
alteredq 34d3aaf0ba Synced with mrdoob's branch. 2011-03-06 08:51:52 +01:00
alteredq cacdf02166 Added API for setting viewport and scissor testing. Made texture filtering example more fancy. 2011-03-06 08:48:13 +01:00
Mr.doob 7aa0bf9726 Added lookAt() example. 2011-03-06 06:28:35 +00:00
alteredq 2c996815be Refactored texture updating, added texture filtering example and fixed scene loader and example. 2011-03-06 06:01:40 +01:00
Mr.doob 1a115ae86f Object3D::matrixNeedsUpdate ⟶ Object3D::matrixWorldNeedsUpdate
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!)

Next: Object3D::translate...
2011-03-05 20:46:25 +00:00
Mr.doob cf732e694b WebGLRenderer::sortObjects = true by detault.
WebGLRenderer checks if texture is power of 2. Throws an error if it's not.
2011-03-05 14:52:54 +00:00
Mr.doob 63154044d9 Merge remote branch 'alteredq/master' 2011-03-05 13:58:37 +00:00
Mr.doob f2af3864cc Matrix4 public and static methods clean up. 2011-03-05 13:56:22 +00:00
alteredq a8b5c55d1c First very rough version of 3ds max exporter.
Very much work-in-progress. So far it exports only single selected object, if there are more in selection, it'll just break apart.
2011-03-05 08:47:34 +01:00
Mikael Emtinger 2ab6fb41ad Mergable:
Animation.js - fixed scale bugs and removed flattenToArrayOffset
AnimationHandler.js - fixed so keyframes at same time is removed
Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target
SkinnedMesh.update - added flattenToArrayOffset in end of update
2011-03-04 16:08:54 +01:00
Mr.doob 58701d586e I don't think creating functions in global space is a good idea ;) 2011-03-04 13:39:12 +00:00
alteredq bbe7e87df6 Changed OBJ converter to use just texture file names instead of full absolute file paths. 2011-03-03 23:26:44 +01:00