28 Commits
Author SHA1 Message Date
Mr.doob 349e565de3 Fixed some examples. 2011-10-31 17:40:13 +01:00
Mr.doob 6b151b552e Merging with @alteredq's experimental branches. 2011-10-23 12:34:46 +02:00
alteredq 412c545c47 Updated the rest of examples.
All should now work with new cameras.
2011-10-05 05:05:13 +02:00
Mr.doob ad31ff1214 Fixed the rest of the examples.
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
2011-10-02 06:33:32 +02:00
alteredq db78ffe003 Some more Math.PI instead of magic numbers. 2011-09-25 20:19:08 +02:00
alteredq fa0b4e5062 Removed unused custom logging code from examples.
This was relic from before "console.log" was working cross-browser.
2011-09-21 05:37:48 +02:00
Mr.doob bbb65a768c Updated HTML of the rest of the examples. 2011-09-20 19:27:01 -07:00
Mr.doob 19d8261174 More examples clean up. 2011-09-20 18:31:13 -07:00
Mr.doob a940f05427 Updated examples with the new .add/.remove methods. 2011-09-05 23:16:56 +02:00
alteredq 087b6090b0 Trying to hack around shared texture trouble in mixed renderer examples.
This kinda works in Chrome, though not in Firefox.

I give up on canvas renderer in these two examples in FF, it's anyways extremely slow with nontrivial textured models.
2011-08-16 00:02:00 +02:00
Mr.doob 0b910d7c31 * Simplified THREE.Color.
* Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
2011-08-11 03:57:23 +02:00
alteredq 4aaacae6ee Extended Blender exporter to support mesh merging and export of all / selected meshes as single JSON model.
Do not use yet, work-in-progress, very little tested.
2011-08-10 04:33:03 +02:00
Mr.doob 176d0f2884 Merging with @alteredq's branch. 2011-07-03 12:56:50 +02:00
Mr.doob 77eed2ea8c Removed most of SeceneUtils methods for simplicity reasons.
Fixed examples that were using them.
2011-07-03 12:53:58 +02:00
Mr.doob bfdb10a85a Updated all examples so they use the renamed geometry classes. 2011-06-13 18:33:53 +02:00
alteredq f104182458 Added handling of texture repeat and offset to WebGLRenderer. 2011-05-31 00:51:14 +02:00
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00
alteredq 3b6b3dc578 Made more examples working. 2011-03-21 07:10:12 +01:00
alteredq 548289b3a4 Fixed remaining extras/geometries, GeometryUtils and few examples. 2011-03-21 01:39:01 +01:00
alteredq a230b659ab More fixes.
Getting closer though still having some junk data poping out here and there.
2011-03-20 22:25:41 +01:00
alteredq e7e35950e1 More fixes related to new model format changes.
Commit to be able to merge with mrdoob.
2011-03-20 21:20:05 +01:00
alteredq 6ee446f34a Few uv-layers related fixes. 2011-03-20 20:28:51 +01:00
alteredq bdc19a15c2 Updated OBJ converter to create new JSON model format.
Not tested yet, as the rest of the engine doesn't work yet.
2011-03-20 20:14:23 +01:00
alteredq 3e2f4f7cc5 Merged with mrdoob's branch.
Also got uqbiquity working and fixed ugly globals bug in WebGLRenderer. Again we missed it because of consistent naming ;)
2011-02-24 01:31:33 +01:00
alteredq cff95a119c Textures are now updateable.
That was much tougher than expected. No wonder other WebGL video demos around the web are broken.

Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky.

Please report if something got broken. I tried to go through all textured examples but I may have missed something.

If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of).

Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken).

"needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
2011-02-23 23:43:32 +01:00
Mr.doob fef3c084b1 Changed build setup:
build/Three.js - Includes all renderers + extras
	build/custom/ThreeCanvas.js - Canvas renderer only
	build/custom/ThreeDOM.js - DOM renderer only
	build/custom/ThreeSVG.js - SVG renderer only
	build/custom/ThreeWebGL.js - WebGL renderer only
	build/custom/ThreeExtras.js - Extras only

Moved `THREE.Detector.js` to `examples/js/Detector.js`.

Updated examples to reflect these changes.
2011-02-23 12:35:31 +00:00
Mr.doob 9297fb975e All examples now use RequestAnimationFrame.js (pheww!) 2011-02-22 04:45:38 +00:00
Mr.doob 4912f59cc6 Compiled new build.
Renamed examples.
2011-02-20 04:11:47 +00:00