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.
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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.
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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.
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Too much caching can break things.
2011-11-11 18:38:52 +01:00
Mr.doob
b406568dce
Refactored SphereGeometry
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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
4570769451
Refactored textures to set parameters before calling texImage2D.
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This is supposed to be more efficient as per Apple OpenGL ES recommendations:
http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html
Also we have been generating mipmaps twice for render targets.
2011-11-04 01:54:04 +01:00
alteredq
bad3639c26
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
2011-11-03 20:40:30 +01:00
Mr.doob
1b525e38c5
Improved CubeGeometryand PlaneGeometry
2011-11-03 10:39:57 +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
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And still readable code...
2011-10-30 14:23:24 +01:00
alteredq
b6e7ad88af
Optimized Ray a bit more.
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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
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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
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So we can set it to lowp for mobile devices if needed.
2011-10-29 06:52:43 +02:00
alteredq
179be338c6
Refactored morph targets buffers setting.
2011-10-29 03:02:07 +02:00
alteredq
9dd5f30763
Removed "faceVertices" bindings for custom attributes.
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Not sure what was that supposed to be for, we didn't have a single use case.
2011-10-29 02:31:48 +02:00
alteredq
1329e9f6c9
Small refactoring in WebGLRenderer.
2011-10-29 02:09:34 +02:00
alteredq
7473315212
Refactored common code for render passes out of render loop.
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Also fixed RTT example, it was affected by unlit Lambert change.
2011-10-28 21:57:19 +02:00
alteredq
99f00ba33e
Removed enableLighting uniform from Lambert.
2011-10-28 19:27:05 +02:00
alteredq
9eb852db13
Fixed bug in custom attributes setting for face-bound attributes.
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Zombies now look correct.
Though still getting undebuggable random crashes in Chrome with ro.me animals demo :S
2011-10-28 18:49:04 +02:00
alteredq
0c770644ee
Trying to cleaned up a bit WebGLRenderer.
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Mostly just shuffling code around to have more organized "big picture" view.
2011-10-28 17:01:23 +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
a9cc8bceb5
Applied manually fixes from @broady to 'dev' branch.
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https://github.com/mrdoob/three.js/pull/689
2011-10-28 11:26:01 +02:00
alteredq
c929055590
Caching lineWidth GL calls.
2011-10-26 23:44:26 +02:00
alteredq
15db34ad9a
Refactored custom attributes for particles.
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More moving ifs out of inner loops.
2011-10-26 19:44:28 +02:00
alteredq
363ce622b0
Refactored custom attributes setting for lines.
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Also here moved ifs out of the inner loop.
Starts to get hard to measure performance impact - baseline JavaScript stuff just to produce some change gets very costly. Simply calling Math.random() hundreds thousands times causes massive garbage collection :S.
2011-10-26 19:17:03 +02:00
alteredq
2e414a2dd2
Simplified a bit custom attributes for lines and particles.
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No need for copy of attributes map here, attributes list has the same function.
2011-10-26 18:30:17 +02:00
alteredq
354fc6c92c
Fixed few runaway globals.
2011-10-26 17:32:48 +02:00
alteredq
bbe9760612
Refactored custom attributes setting for meshes.
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More moving ifs out of inner loops: gained 25% performance for dynamic meshes with custom attributes.
Hope I didn't break something.
2011-10-26 14:12:52 +02:00
alteredq
1b17407ed9
Refactored setMeshBuffers.
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Moved most of ifs out of inner loops for ~25% performance gain with dynamic meshes. Custom attributes setting for meshes can still be improved more.
2011-10-26 00:58:03 +02:00
alteredq
a702cd4dbf
Refactored sortFacesByMaterial and setMeshBuffers to use separate lists for triangles and quads.
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This gave us ~13% performance gain for dynamic meshes.
2011-10-25 23:36:35 +02:00
alteredq
23ed013719
Fixed bug in shader defines.
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Interestingly, this was breaking OpenGL but not ANGLE.
2011-10-25 21:38:17 +02:00
alteredq
26b34f2c6c
Refactored custom attributes handling for particles.
2011-10-25 18:55:04 +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
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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
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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
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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.
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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.
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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
a8869f9e5b
Quick and dirty hack to get WebGLRenderer working with new scene graph.
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This is not supposed to be "proper" solution (for example this doesn't solve removing of objects), but at least some WebGL examples are working now.
2011-10-15 20:13:36 +02:00
alteredq
093fbbe334
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
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WebGL part of this branch is completely broken. Do not use. This is for further merging.
2011-10-15 18:37:59 +02:00