Made face flipping heuristics optional, it messes up scenes that are ok.
For scenes that after exporting have objects with flipped normals, original assets can be fixed in Max in a following way:
1. find out problematic objects in Max
1. select all objects
2. set View -> xView to show "Face Orientation"
3. select all object that are fully/mostly green
4. in Utilities apply Reset XForm to selected objects (this will show messed normals also in Max, otherwise they are hidden)
2. fix problematic objects
1. apply Normals => flipNormals modifier to selected object
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
Hope so. At least now hacked face normals correspond to face normals computed from scratch in Geometry.
(If only max didn't have zillion ways how to achieve the same visual results :/. I tracked this flipped normals/faces business down to XForm modifier - it doesn't get collapsed properly when making TriMesh / Editable_mesh snapshots. At least Editable_mesh snapshot differs in way that is exploitable for workaround hack.)
Went through all examples, all should work.
JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
Now you can add keyboard + mouse camera control with a single line, just change camera type and add parameters:
camera = new THREE.QuakeCamera( { fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 10000,
movement_speed: 1, look_speed: 0.002, nofly: true, look_vertical: false } );
Thanks to mrdoob for suggestions ;)
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.
It provides a lean way how to render TRIANGLE_STRIP primitives: needs just n+2 vertices for n triangles (one Ribbon = one strip). There are no faces, no indices, everything is rendered in one simple drawArray call.
Vertex colors are supported, normals not yet.
We have been very lucky - setters / getters were not supported till just 2 hours ago (so fresh, I had to build Closure myself from their repo ;).
http://code.google.com/p/closure-compiler/issues/detail?id=249
Also some refactoring plus added hackish animation offset feature.
Created "THREE.Supports" object, which should centralize this stuff. So far it detects <canvas>, WebGL and WebWorkers; later it could detect for example GPU capabilities.
Not sure about name or location, but it's pretty tiring go through all examples when something changes, so it should be somewhere in the library.
Code duplication is bad: even html snippets with error message should be centralized somewhere, so that when new browsers arrive we wouldn't have to keep changing them in many places.
No need to stuff them in different bucket, line-specific stuff is anyway done in `renderBuffer` method.
This was prompted by starting with implementation of ParticleSystem. It would be unwieldy to handle three different buckets of objects / buffers.
Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
For the moment, only one type of fog is baked into shader, depending on scene.fog initial value.
If use case arise for dynamic fog type switching, this could be changed, though than both fogs would need to be computed all the time :S.
For the moment, it works just on Basic / Lambert / Phong materials.
Fog must be added to the scene before initialization of WebGLRenderer and scene must be passed to WebGLRenderer constructor (like for lights).
I don't know yet how to solve properly MeshShaderMaterial & co :(
Instant performance boost in all cube mapping demos ;)
With panoramas there were insane amounts of unnecessary computations done in fragment shader - basically every pixel on the screen was computing the whole ubershader - ouch ouch ouch!
This was the lowest hanging fruit, still some more performance can be gained by removing other stuff from ubershader.
Big thanks to mrdoob for starting to question sanity of ubershader ;)