Mr.doob
1ef3d27522
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-28 19:46:25 +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
zz85
4fbb905606
Update subdivision example
2011-10-28 23:46:36 +08:00
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
0b55092d61
Updated builds.
2011-10-28 12:33:02 +02:00
zz85
f41a2a92ab
Merge remote-tracking branch 'alteredq/dev'
2011-10-28 18:23:32 +08:00
zz85
758825ac2e
Removing FontUtils.getTextShapes() factory method
2011-10-28 18:06:07 +08:00
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
11e1290080
Got WebGL sandbox working again.
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Finally I realized how useful it is and why we kept it around ;).
2011-10-26 11:02:51 +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
9a2a535fe0
Removed forgotten code in lines example.
2011-10-25 18:36:43 +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
1914458738
Simplified and clarified hierarchy2 example.
2011-10-25 07:34:49 +02:00
Mr.doob
a7c804b817
Updated builds.
2011-10-25 06:50:15 +02:00
Mr.doob
ed67da2783
Merge remote-tracking branch 'zz85/master' into dev
2011-10-25 06:39:53 +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
212506bce4
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-25 01:18:47 +02:00
Mr.doob
747b813bcb
Merging with @alteredq's branch
2011-10-25 01:18:31 +02:00
alteredq
ea26fef013
Fixed Collisions.
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Fix was trivial, I guess for the moment they can stay.
2011-10-24 18:55:07 +02:00
alteredq
cbef41e251
Fixed multi-canvas circle example.
2011-10-24 18:47:45 +02:00
alteredq
9433bd1446
Got ParallaxBarrierWebGLRenderer working.
2011-10-24 18:34:40 +02:00
alteredq
eda6d2adde
Got AnaglyphWebGLRenderer working.
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Hope so ... looks kinda ok, don't have red-blue glasses.
2011-10-24 18:25:02 +02:00
alteredq
609c8c7212
More correct LOD handling (thanks to @mrdoob for insight).
2011-10-24 15:41:11 +02:00
alteredq
9f7f8fd015
Half-baked LOD attempt.
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This doesn't handle properly order of updates of LOD vs camera.
2011-10-24 15:19:59 +02:00
Mr.doob
e54f2e32e7
Updated builds.
2011-10-24 14:43:33 +02:00
alteredq
b2b7282fcd
Got skinning working again.
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Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
2011-10-24 14:33:34 +02:00
Mr.doob
fde298e156
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-24 14:29:47 +02:00
Mr.doob
af2919bc17
Adding RenderableObject once again.
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It's going to be handy for the WebGLRenderer (__webglObjects)
2011-10-24 14:23:12 +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
zz85
f39c58b79b
Replace THREE.ScaleModifier with geometry.applyMatrix
2011-10-24 10:42:35 +08:00
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
806ecdfc04
Merge remote-tracking branch 'alteredq/experimental_shading_materials' into dev
2011-10-23 12:34:56 +02:00
Mr.doob
6b151b552e
Merging with @alteredq's experimental branches.
2011-10-23 12:34:46 +02:00
Mr.doob
20c96f52e9
Reverted changes, starting again.
2011-10-23 10:04:28 +02:00