Commit Graph
10 Commits
Author SHA1 Message Date
Mr.doob ba7ad63043 WebGLRenderer: Minor syntax clean up. Removed the rest of premultiplied alpha ops. 2011-03-27 08:03:00 +01:00
Mr.doob 59443e5725 WebGLRenderer: Some clean up of blending modes.
NormalBlending is a bit better. But it's now producing some premultiplied-alpha-looking issues still :/

Created a couple of tools for making this process less painful:

http://mrdoob.com/lab/javascript/webgl/blending/blendfunc.html
http://mrdoob.com/lab/javascript/webgl/blending/blendfuncseparate.html
2011-03-26 10:41:58 +00:00
alteredq 25b47616fa Changed order of materials in WebGL materials demo.
As now buffers are created based on first material that is encountered per shared Geometry, most complex material should go first.
2011-03-22 01:21:42 +01:00
Mr.doob 49d9b2e460 src/extras/primitives/ ⟶ src/extras/geometries
Added geometries example (need to add Lathe one).
Fixed Cylinder.
2011-03-16 03:51:47 +00:00
Mr.doob 88c2d7c77b Moved Object::sortObjectByMaterials to WebGLRenderer (so it's done automagically).
WebGLRenderer: renamed geometryChunks to geometryGroups :P
2011-03-02 15:51:09 +00:00
alteredq 3e2f4f7cc5 Merged with mrdoob's branch.
Also got uqbiquity working and fixed ugly globals bug in WebGLRenderer. Again we missed it because of consistent naming ;)
2011-02-24 01:31:33 +01:00
alteredq cff95a119c Textures are now updateable.
That was much tougher than expected. No wonder other WebGL video demos around the web are broken.

Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky.

Please report if something got broken. I tried to go through all textured examples but I may have missed something.

If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of).

Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken).

"needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
2011-02-23 23:43:32 +01:00
Mr.doob fef3c084b1 Changed build setup:
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.
2011-02-23 12:35:31 +00:00
Mr.doob 9297fb975e All examples now use RequestAnimationFrame.js (pheww!) 2011-02-22 04:45:38 +00:00
Mr.doob 4912f59cc6 Compiled new build.
Renamed examples.
2011-02-20 04:11:47 +00:00