Mr.doob
2ea8cbae2a
Fixed a bug in GeometryUtils.merge where it would create a material index per face.
2011-11-24 03:26:46 +01:00
alteredq
43036191c6
Added frustum culling also for ParticleSystems.
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This is optional, for now by default it's off, like it was before. It's up to application to update geometry bounding sphere if vertex positions change (like for meshes).
2011-11-22 06:26:00 +01:00
alteredq
bac513dda9
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
2011-11-22 06:03:52 +01:00
alteredq
0fd25ba910
Added keeping stats also for point sprites.
2011-11-22 05:57:27 +01:00
Mr.doob
aac4384e1c
Updated builds.
2011-11-21 23:37:22 +01:00
Mr.doob
f14e3dc72f
Added .crossOrigin to Loader and ImageUtils.
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Should fix #779...
2011-11-21 22:06:34 +01:00
Mr.doob
3be2cdae2c
Better Rectangle.intersects() formula.
2011-11-21 20:18:37 +01:00
alteredq
d906f301bd
Updated builds.
2011-11-21 15:34:14 +01:00
alteredq
90097cf401
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
2011-11-21 15:32:03 +01:00
alteredq
7168bc2435
Added more random functions to THREE.Math
2011-11-21 15:30:42 +01:00
Mr.doob
606f008bec
Fixed wrapping handling in ColladaLoader.
2011-11-21 07:35:16 +01:00
Mr.doob
618a079045
Changed some more .children to .childNodes. (Fixes webgl_collada.html example)
2011-11-21 07:08:53 +01:00
Mr.doob
13e3c8f255
Updated builds.
2011-11-21 06:20:23 +01:00
alteredq
655b1efbde
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
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Animation / skinning / path controller are now broken :/
2011-11-20 22:16:54 +01:00
alteredq
e207f5e852
Changed lights to use global positions.
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This should allow attaching of lights to objects. As a side effect, directional lights positions don't need to be normalized explicitly anymore.
Also changed viewport dimensions passed to render plugins to work with render targets with different dimensions than the screen framebuffer.
And fixed new dependencies in build script.
2011-11-20 20:18:16 +01:00
Mr.doob
db6cb6d1cf
Fixed ColladaLoader issue where node id was non-existent.
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Fixes issue #747
2011-11-20 19:01:09 +01:00
Mr.doob
5d5bb3db00
Added .crossOrigin = '' to Loader.load_image() (thanks @remoe).
2011-11-20 18:43:18 +01:00
Mr.doob
032c511220
Updated builds.
2011-11-20 16:18:27 +01:00
alteredq
247ec49013
Small refactoring in plugins.
2011-11-19 04:28:49 +01:00
alteredq
10052662ab
Merge branch 'dev' into renderer_plugins
2011-11-19 01:22:41 +01:00
alteredq
91233570cf
Transplanted bug fixes from @ekitson's commit.
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"Fixed typos in Matrix4's transpose() and getInverse()"
https://github.com/AddictArts/three.js/commit/62d2560b3c7b9868fc25f628c4022448aaff6b00
2011-11-19 01:18:39 +01:00
alteredq
3ded4a408f
Changed Projector to use Frustum.
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Also some bugfixes in ShadowMapPlugin and SpritePlugin.
2011-11-19 00:48:17 +01:00
alteredq
0c78ae95e9
Rest of the commit.
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Because TortoiseGit suddenly refuses to make single commit with added and changed files :/
2011-11-18 23:56:45 +01:00
alteredq
4be5880b0f
Made SpritePlugin and LensFlare plugins default.
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Also some refactoring in plugins.
Still not really satisfied with a solution, will need to handle somehow ordering of plugins (both among them and with respect to rest of rendering, this would be needed for example to be able to redo shadow maps as a plugin).
2011-11-18 17:19:10 +01:00
alteredq
1dcf5fc79b
Moved sprite handling into plugin.
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Work in progress. Still just experimenting. Probably will make some auto-adding of plugins.
2011-11-18 05:08:40 +01:00
alteredq
ebf93289f8
Resurrected lens flares as custom plugin.
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Still a bit dirty but less than it was before. Maybe also sprites could be pluginized.
2011-11-18 01:26:20 +01:00
alteredq
81297f6879
Updated builds.
2011-11-17 01:33:42 +01:00
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
0de617e758
Added SceneUtils.cloneObject()
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This creates shallow copy of object and its children (geometry and materials are shared, transforms are unique).
2011-11-16 22:59:33 +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
Mr.doob
8730833a6a
Merging with @zz85's branch.
2011-11-11 18:58:54 +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
1d82924efa
Made SphereGeometry a bit more sturdy.
2011-11-07 02:47:19 +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
alteredq
e08434c183
Reworked binary format / BinaryLoader / OBJ converter to use binary ajax fetch.
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It was quite a pain - ArrayBuffers / Typed Arrays are fussy about byte alignment - but seems to be worth it.
Parsing times are down (modest gains for small objects / Firefox, bigger gains for large objects / Chrome, performance gains from 10% - 200%).
Also as a positive side effect, changing interleaved face arrays into uniform arrays seems to have helped a bit with gzip compression (about 6% smaller size for gzipped 526K Lucy).
2011-11-03 20:30:10 +01:00
Mr.doob
036caa64ee
CanvasRenderer now (properly) handles textured triangles with determinant to 0
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Proper IcosahedronGeometry next...
2011-11-03 17:33:30 +01:00
Mr.doob
5d49ec9fae
Workaround for CanvasRenderer 0x0 pixel case
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It makes the whole thing imprecise, but cubes are now properly reflective.
2011-11-03 11:32:58 +01:00
Mr.doob
1b525e38c5
Improved CubeGeometryand PlaneGeometry
2011-11-03 10:39:57 +01:00
alteredq
81a8eec8ee
Removed workers from SceneLoader.
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Also manually fixed buffalo model and test scene to be valid JSONs.
2011-10-31 14:12:44 +01:00
alteredq
d2cad69664
Started to remove workers from the asset pipeline.
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Work-in-progress => do not merge yet.
OBJ converter, JSONLoader, BinaryLoader and some examples are done. Still need to do Blender exporter, SceneLoader and more examples.
Advantages:
- faster parse times
- bypass array initializer size limit in Firefox
- no more crashes in Chrome 15 (caused by too many concurrently active workers)
Disadvantages:
- more browser UI freezing
- multiple models tend to appear all at once with the last one (instead of popping up progressively)
2011-10-30 22:09:55 +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