Commit Graph
2256 Commits
Author SHA1 Message Date
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.
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.
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.
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.
More moving ifs out of inner loops.
2011-10-26 19:44:28 +02:00
alteredq 363ce622b0 Refactored custom attributes setting for lines.
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.
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.
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.
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.
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.
This gave us ~13% performance gain for dynamic meshes.
2011-10-25 23:36:35 +02:00
alteredq 23ed013719 Fixed bug in shader defines.
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
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 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.
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.
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.
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.
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.
It's going to be handy for the WebGLRenderer (__webglObjects)
2011-10-24 14:23:12 +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
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.
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