216 Commits
Author SHA1 Message Date
Mr.doob bd2f75b48a Updated r46 with some bugfixes found post release. 2011-11-17 01:14:01 +01:00
alteredq 291d56186c Fixed Ray bug. 2011-11-16 23:14:49 +01:00
alteredq f61edd14c2 Fixed shadowmap update bug.
Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
2011-11-15 19:13:12 +01:00
Mr.doob 579ba1f7ab r46 2011-11-13 22:25:01 +01:00
alteredq dd7e1e84ee Removed redundant GL call in render target setup.
Also fixed RTT example - seems UV mapping for SphereGeometry is now rotated 180 degrees.
2011-11-13 20:10:31 +01:00
Mr.doob 3c61c0c702 Updated builds. 2011-11-11 19:01:23 +01:00
alteredq 9a375c4f39 Fixed bug where you couldn't change attribute types when updating buffers.
Too much caching can break things.
2011-11-11 18:38:52 +01:00
Mr.doob b406568dce Refactored SphereGeometry
Now uses Face4 where posible.
Adde phiStart, phiLenght, thetaStart and thetaLength as extra parameters (useful for doing google-earth-like stuff).
2011-11-07 02:34:38 +01:00
alteredq 2ba6aabdc7 Added missing semicolon. 2011-10-30 15:28:20 +01:00
Mr.doob f4063649a0 And yet some more Ray optimisations :P
And still readable code...
2011-10-30 14:23:24 +01:00
alteredq b6e7ad88af Optimized Ray a bit more.
It's enough to clone just for hits, no need to do it for every face.
2011-10-30 14:04:53 +01:00
Mr.doob 7ce228ad12 Optimised Ray yet again. Adeed @banaadams 's texture.onUpdate. 2011-10-30 13:33:41 +01:00
Mr.doob dad6911bb0 Optimised Ray a bit more
Removed some clone() calls while still keeping the code somewhat pretty.
2011-10-29 10:30:08 +02:00
Mr.doob ca38a3ff1c Added precision parameter to WebGLRenderer
So we can set it to lowp for mobile devices if needed.
2011-10-29 06:52:43 +02:00
alteredq a8f8411e9a Updated builds. 2011-10-28 11:59:37 +02:00
alteredq 6e84e89d16 Some more fixes thanks to verbose Closure compiler errors. 2011-10-28 11:55:12 +02:00
alteredq 046f4bfeb6 Added custom attributes for lines. 2011-10-25 18:26:28 +02:00
Mr.doob 1f7838a9c2 Fixed bug in Ray's pointInFace3. 2011-10-25 10:10:41 +02:00
Mr.doob 5916682ea6 Reverting again
Actually, this would break cameras added as childs of objects, reverting.
So there is no clear and simple way to handling multiple scenes unfortunatelly.
Encouraging `scene.add( camera )` seems like the right thing to do then, less problems.
2011-10-25 05:59:13 +02:00
Mr.doob 13e4f78a28 Reverting my thought
Actually, I think this can be handled magically instead of requiring understanding of the concept that the camera is part of the scenegraph.
While I was at it, I fixed it so you can use a camera for rendering different scenes (the renderer will add it and remove from each scene graph)	.
2011-10-25 05:47:13 +02:00
Mr.doob d902ca3bf0 Updated builds and tweaked examples
Removed LOD text example. I think LOD example is good enough.
Ubiquity test working again.
Tweaked README to show the new pattern (Scene first thing created).
2011-10-25 01:50:17 +02:00
Mr.doob 747b813bcb Merging with @alteredq's branch 2011-10-25 01:18:31 +02:00
Mr.doob e54f2e32e7 Updated builds. 2011-10-24 14:43:33 +02:00
alteredq 408c82d306 Got WebGLRenderer working again.
I had to resurrect parts of old code (keeping track of scene graph changes).

Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps).

Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
2011-10-24 12:30:04 +02:00
Mr.doob caabab07f3 Lines can be treated as Objects 2011-10-23 14:18:57 +02:00
Mr.doob ec00f298be CanvasRenderer and SVGRenderer using single-material system.
Also moved `.overdraw` to Material.
Code is much simpler now :)
2011-10-23 13:50:55 +02:00
Mr.doob 6b151b552e Merging with @alteredq's experimental branches. 2011-10-23 12:34:46 +02:00
alteredq 093fbbe334 Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
WebGL part of this branch is completely broken. Do not use. This is for further merging.
2011-10-15 18:37:59 +02:00
alteredq addb3a12a9 Refactored CubeCamera / cube map handling.
Before lighting was messed up in dynamically generated cube maps.

Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).

For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).

There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
2011-10-10 23:39:22 +02:00
Mr.doob df94d2af57 Moved matrixWorldInverse logic to renderers as per @greggman suggestion.
Now `Camera` can use inherited `update()`
2011-10-08 03:38:49 +02:00
Mr.doob d4704fe8db Updated builds. 2011-10-08 00:30:20 +02:00
alteredq 7d2805dd83 Fixed specular term in Phong / normal map materials.
Turns out I had it right before after all: to get rid of artefacts it should be multiplied by diffuse term (instead of being patched by conditional).
2011-10-07 18:43:00 +02:00
Mr.doob 1258e8a771 Ray now also checks object's children. 2011-10-07 07:07:34 +02:00
Mr.doob 435f7e7be5 Backwards compatibility for old cameras. 2011-10-07 01:08:59 +02:00
Mr.doob fdf6fab7e6 Including @alteredq's post-release normal map improvements into r45. 2011-10-06 23:58:20 +02:00
alteredq 88d54b0cfa Updated builds. 2011-10-06 23:46:51 +02:00
Mr.doob f357225c2d Merging dev branch. 2011-10-06 06:15:03 +02:00
Mr.doob b2e633a999 Updated builds. 2011-09-11 13:47:37 -04:00
Mr.doob 51368ca6d6 REVISION ++ 2011-09-04 00:47:01 +02:00
Mr.doob 94b7418f60 Added objec3d.frustumCulled support to Projector (CanvasRenderer/SVGRenderer).
`renderers/Projector.js` > `core/Projector.js`

`extras/geometries/Curve.js` > `extras/core/Curve.js`
`extras/geometries/CurvePath.js` > `extras/core/CurvePath.js`
`extras/geometries/Path.j`s > `extras/core/Path.js`
`extras/geometries/Shape.js` > `extras/core/Shape.js`
`extras/geometries/TextPath.js` > `extras/core/TextPath.js`
2011-09-03 21:58:18 +02:00
alteredq 75952217a2 Added frustumCulled flag to Object3D. 2011-09-02 22:37:38 +02:00
alteredq 2603ccf424 Applied specular highlights fix from @evanw also to Phong shader. 2011-09-02 14:22:58 +02:00
Mr.doob d93c91e0d1 Updated builds. 2011-09-02 04:51:00 +02:00
alteredq 5a87757b1b Merge remote-tracking branch 'remotes/mrdoob/dev' into dev 2011-09-01 17:56:43 +02:00
Mr.doob 1be08e8afe WebGLRenderer: Added deallocateObject and deallocateTexture methods. 2011-09-01 17:18:02 +02:00
alteredq 173a2c56c1 Rebuilt libs. 2011-08-29 23:40:57 +02:00
Mr.doob f2fb6c3982 For clarity reasons I'll start setting the REVISION to *NEXT*dev for the dev branch. And updating to *NEXT* when merged to master. 2011-08-29 16:35:06 +02:00
Mr.doob a59647d63d Ray.js: We don't want dot == 0 either. 2011-08-29 15:51:16 +02:00
Mr.doob 7fd7c2dff5 Merging with @alteredq's dev. 2011-08-29 14:33:34 +02:00
Mr.doob 45fa8fff48 Ray.js: Now ignores objects behind origin and also faces behind origin (using the centroid). 2011-08-29 03:55:45 +02:00