Commit Graph
921 Commits
Author SHA1 Message Date
alteredq 5182d90429 Merge remote branch 'remotes/upstream/master' 2010-11-08 23:41:11 +01:00
alteredq cdb6b868b3 Added a little sanity check in binary format loader (commented out debug log of computed total file size which should match with real file size). 2010-11-08 23:40:12 +01:00
alteredq a0fa2ae3dd Optimized binary model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly.
This saves about 10% from size of textured binary models.
2010-11-08 23:20:25 +01:00
Mr.doob 35b21b1f4e * LICENSE: Changed copyright
* AUTHORS: Just realised there is a github page with that info already. https://github.com/mrdoob/three.js/contributors
2010-11-08 21:46:38 +00:00
alteredq ecf97e0d4c Synced with sole's branch. 2010-11-08 20:10:32 +01:00
alteredq 97425e01ae Merge remote branch 'remotes/sole/master' 2010-11-08 20:04:26 +01:00
alteredq 1ca0bf23dc Merge remote branch 'remotes/upstream/master' 2010-11-08 18:17:02 +01:00
alteredq 188f36be5d Optimized ASCII model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly.
This saves ~22% from size of textured ASCII models.

TODO: make the same for binary model format.
2010-11-08 18:10:43 +01:00
sole b489e524ea Build system: now --debug applies to the current build (can generate debug versions of every type of build: canvas, dom, etc) 2010-11-08 11:43:13 +00:00
Mr.doob 39f88e74b2 * Fixed markup error in README 2010-11-08 09:38:23 +00:00
Mr.doob 7059050d19 * Updated README (examples/projects) 2010-11-08 09:36:28 +00:00
sole cb626b9d95 Merged with alteredq version (support python 2.6) and also made it more explicit as per mrdoobs suggestion 2010-11-07 19:46:53 +00:00
alteredq b14f09be61 Merged with sole's branch: took new Python build script, made it work with my ancient Python 2.6. 2010-11-06 19:50:37 +01:00
alteredq 7abad40d83 Merge remote branch 'remotes/sole/master' 2010-11-06 19:23:28 +01:00
alteredq 514a2e6135 Merged with latest changes in mrdoob's branch. All hex colors should be now without baked opacity. 2010-11-06 18:59:03 +01:00
alteredq 0cb79310e5 Added experimental binary mesh loader. Updated OBJ converter and examples accordingly.
If you want to use binary format, convert OBJ models using "convert_obj_threejs_slim.py" with "-t binary" option.

This will now create two files:
    JS part with materials
    BIN part with binary buffers

Binary models are loaded like this:

loader.loadBinary( 'obj/lucy/Lucy250k_bin.js', function( geometry ) { createScene( geometry, s ) }, "obj/lucy" );

(difference to ascii format is that url root must be always specified so loader can find binary buffers file, like it already was for textures)

Good news:

- raw binary files are quite smaller than raw ascii files (about half size)
- loading times went down about 20-25%
- now also Firefox can handle 250k triangle mesh (it just bugs about long running script), with ascii format it threw "array initialiser too large" exception

Mixed news:

- gzipped binary files are only about 25% smaller than gzipped ascii files so actual benefits are smaller,
  also it's more likely server will have JS gzipping on by default, while you need to set it up for
  other formats (could be hacked around by naming binary files with JS extension instead of BIN?)

Bad news:

- browser blocking is back :( Not that it ever went completely away (for large models object creation is more costly than loading and it is blocking), but it was slightly better with ascii loader (where data is loaded as worker's JS body).

    - this comes from having to use Ajax to load binary data
    - loading binary data by Ajax from within worker didn't really help, it was in fact slightly slower and browser did freeze :(
    - can't easily embed binary data in JSON (would need to encode it which would make it bigger, defying the purpose)

- Loader got fatter

Also in this commit: renamed Loader.loadAsync() => Loader.loadAsciiOld() and Loader.loadWorker() = Loader.loadAscii() so that names correspond to model formats instead of underlying implementation.

loadAsciiOld - JS exported by Blender and old OBJ converter
loadAscii    - JSON created by slim OBJ converter (-t ascii)
loadBinary   - JSON + BIN created by slim OBJ converter (-t binary)

TODO:

 - look into UV coordinates, should be indexed the same way as vertices, normals and faces are (instead of unrolled per each face)
 - look into HTML5 File API, binary blobs could help
2010-11-06 17:24:58 +01:00
Mr.doob 3cdc007b90 * Fixed some minor issues handling opacity in hex colors 2010-11-06 12:51:09 +00:00
sole e43af53f19 refactored build system 2010-11-05 14:21:54 +00:00
Mr.doob 1849e9050c * Added a nicer interactivity example ⟶ examples/interactive_voxelpainter.html 2010-11-05 06:00:09 +00:00
sole bf6db5a714 merging? 2010-11-05 00:41:20 +00:00
Mr.doob 52045b53cb * examples/geometry_large_mesh.html: credit were credit is due :) 2010-11-05 00:26:33 +00:00
Mr.doobandsole 0ca8efd916 Fixed stats 2010-11-05 08:26:17 +08:00
alteredq c437ce68fe Small clarifications in large mesh example description: model size meanwhile went down to 3.5 MB ;) and file access flag applies to Chrome. 2010-11-05 00:33:24 +01:00
alteredq f6e829ca21 Synced with mrdoob's branch. 2010-11-05 00:25:03 +01:00
Mr.doob 55c40d0fa3 * Renamed examples/large_mesh_test.html to examples/geometry_large_mesh.html
* Added the first WebGL example to README \:D/
2010-11-04 22:29:38 +00:00
Mr.doob 5053cc4e6d * Added 2 more examples to the README.
* Cleaned interactive_cubes example code.
2010-11-04 21:59:42 +00:00
Mr.doob 1aca787cb1 Forgot to recompile the builds 2010-11-04 21:23:34 +00:00
Mr.doob 83690551a3 Added a comment on example/large_mesh_test.html about the --allow-file-access-from-files bit. 2010-11-04 21:08:59 +00:00
Mr.doob 425c01111b Merge remote branch 'alteredq/master' 2010-11-04 20:57:29 +00:00
Mr.doob 047f190d4d Avoiding merge conflicts (I'm sure there is a way to handle these in this client, maybe not yet...) 2010-11-04 20:55:58 +00:00
alteredq 49d1bd170b Made JSON model format slimmer by flattening arrays. Modified Loader and OBJ converter accordingly.
This is a first step towards eventual binary model format.
2010-11-04 21:18:08 +01:00
Mr.doob 8d198002d1 * Fixed a bug in Ray.intersectObject: face.normal needs to be transformed using matrixRotation otherwise rotated objects fail
* A bit nicer example
2010-11-04 20:11:37 +00:00
alteredq bae0a2e06b Synced with mrdoob's branch. 2010-11-04 11:59:06 +01:00
Mr.doob 9a62d1173a Refactored ClickResolver to Ray and Projector.unprojectVector` working.
Unimpressive example added `interactive_spheres.html`
2010-11-04 03:35:08 +00:00
alteredq 5192428f25 Added Loader class providing both asynchronous JS and web worker based loading of models.
The idea is that later there will be more loaders which would load different formats (like OBJLoader, ColladaLoader).

Usage (async JS):

var loader = new THREE.Loader();
loader.loadAsync( "obj/torus/Torus.js", function() { createScene( new Torus() ) } );

Usage (web worker):

var loader = new THREE.Loader();
loader.loadWorker( "obj/torus/Torus_slim.js", function( geometry ) { createScene( geometry ) } );

Web worker loader is useful for large meshes, where it allows browser to stay responsive for longer time and also it can handle larger meshes than async JS loader.

Web worker loader needs a simpler format of the model. Web workers can communicate with the main application only via message passing, where messages are JSON objects.

There is a new version of OBJ -> Three.js converter (convert_obj_threejs_slim.py) which can produce model in format needed for web workers.

All examples which were using models from OBJ converter were refactored to use Loader.

Except large mesh example, all examples are using just async JS loading. Web worker loading is there, it's just commented out, as it's a bit pain for local development.

Chrome doesn't allow to run web workers from pages accessed via file://, so you need either to run it with "--allow-file-access-from-files" flag, or access examples via local server (http://localhost/example.html).
2010-11-03 18:12:31 +01:00
Mr.doob 8cb2f9e2a1 Merge remote branch 'alteredq/master' 2010-11-02 19:38:30 +00:00
Mr.doob fb4935d35b Trying to avoid merge conflicts :S 2010-11-02 19:38:04 +00:00
Mr.doob b57169bc84 Projector.unprojectVector() apparently working
Work in progress refactoring ClickResolver.js to Ray.js
2010-11-02 19:27:31 +00:00
alteredq 88c5d3e571 Forgot to build one-file version and to bump up version number. 2010-11-02 19:28:53 +01:00
alteredq 2b1f0a9b97 Added Lucy model (100k triangles version). The example using it already went to previous commit. 2010-11-02 19:15:26 +01:00
alteredq 406063d588 Added breaking of mesh into chunks of max 64K vertices (done in materials sorting step). 2010-11-02 19:12:05 +01:00
alteredq 1fae823482 Quick and dirty fix for OBJ converter demo: don't do backface culling to get back floor mesh that disappeared (turning it upside down gets ugly lighting). 2010-11-02 19:07:37 +01:00
alteredq 7c163bb9c1 In OBJ converter made smooth/flat shading configurable via command line parameter (-s smooth|flat). 2010-11-02 18:59:23 +01:00
alteredq 93c2ed9474 In OBJ converter added handling of cases where there are no materials specified in OBJ file (which is different from having null materials or no MTL file). 2010-11-02 12:02:37 +01:00
Mr.doob f30216ff8e Applying alteredq's CanvasRenderer fix re Ambient Light calculation to SVGRenderer. 2010-11-01 18:30:05 +00:00
alteredq a8ff77e1d4 Fixed ambient light computation in CanvasRenderer to get correct lighting when there is no ambient light specified in the scene. 2010-11-01 13:47:10 +01:00
alteredq 9d2aaf4e4c Synced with mrdoob's branch. 2010-11-01 13:12:18 +01:00
Mr.doob a919753328 * Clickresolver.js: Implemented blackpawn's point in triangle algos ( http://www.blackpawn.com/texts/pointinpoly/default.html ). Now works properly with Face3 too. 2010-11-01 11:13:52 +00:00
Julian Walker 038adb701f Merge remote branch 'upstream/master' 2010-11-01 03:28:15 -07:00
Mr.doob 8eb356db40 Now we just need to make sure geometry.computeCentroids() is called at the end of creating/modifying the geometry, otherwise things break... 2010-10-31 02:49:14 +00:00