Commit Graph
715 Commits
Author SHA1 Message Date
alteredq 58bbd02e9e Added handling of mesh colliders to scene loader. Changed Blender scene exporter to make mesh colliders invisible. 2011-04-08 06:13:12 +02:00
alteredq f7d97caf1d Merged with empaempa's branch. 2011-04-07 21:29:21 +02:00
alteredq de2dcdf5c0 Changed WebGLRenderTarget / FBO default color format to RGBA.
This makes lens flares work with postprocessing.

Had to change lines color example to use clearAlpha = 1 to get back bloom.
2011-04-07 21:12:48 +02:00
Mikael Emtinger d87224face Put back the pink square method to allow for partial screen border occlusion in opengl 2011-04-07 18:12:12 +02:00
Mikael Emtinger 50b6745ad6 Added sorting to sprites and updated example.
Removed pink square method from lens flares in opengl (no partial screen occlusion)
2011-04-07 18:03:22 +02:00
Mikael Emtinger 08127af611 Fixed blending bug with sprites. Added example. 2011-04-07 17:10:54 +02:00
Mikael Emtinger 615f872023 Added sprite support. See Sprite.js for details. No support for custom shader at this point. 2011-04-07 15:52:57 +02:00
alteredq da0b612ce8 Synced with mrdoob's branch. 2011-04-07 04:01:36 +02:00
alteredq 5fa19e8460 Fixed delays when loading multiple models.
Problem was having too many concurrent workers opened at once. Garbage collection apparently works very slowly on workers. Solution was to close them manually, after model data is sent to main thread.

Also some progress with Blender scene exporter. Some scenes now export correctly, though monkey test scene got worse, even with less hacky code.
2011-04-07 02:59:49 +02:00
Mr.doob 94790f057e extras/geometries
- Fixed TorusKnot face orientation.
- Added UVs to Cylinder (Cylindrical Mapping) 
- Fixed Lathe UVs

There is something wrong with texture mapping, u needs to be inverted all the time. Something to researching on.
2011-04-06 20:10:25 +01:00
Mikael Emtinger 5ef9e04535 removed finish 2011-04-06 16:15:15 +02:00
Mikael Emtinger 2c8b6b35fe Fixed bug in lens flare 2011-04-06 16:11:06 +02:00
Mikael Emtinger f70aaed1d8 Merge branch 'master' of git://github.com/mrdoob/three.js 2011-04-06 12:18:11 +02:00
Mikael Emtinger c3ab2eb1e9 Rewrote lens flares to not use readPixels. There are different solutions based on availablity of vertex textures. If available, occlusion calculation is more exact and handles partial occlusion on screen edges. If not available, occlusion calculation is less exact (because it's made on each fragment so it has to be fast) and partial occlusion by screen edge is not possible (same reason).
It's not possible for the lens flare to update on visibility any more, only its screen position. Potentially, we could add offset+factor for opacity/scale/rotation that is dependent on visibility in shader. Or just custom shaders.

Anyway, it's way faster than readPixels :)
2011-04-06 12:17:42 +02:00
alteredq f221b853b7 Refactoring and optimizations in collision system and examples.
Mainly trying to avoid creation of new object per frame and also some variable names clarifications and whitespace cleanups.

Not finished yet.
2011-04-06 00:07:13 +02:00
alteredq 1fd801719f Added option to have flat shading for renderBufferImmediate. 2011-04-05 20:30:58 +02:00
alteredq 5c943cab3e Fixed broken MarchingCubes.
MarchingCubes.generateGeometry got forgotten when refactoring vertex normals.
2011-04-05 16:47:24 +02:00
alteredq 4470e0f619 Merged physics branch into master.
Also some whitespace and titles cleanup.
2011-04-05 16:10:23 +02:00
alteredq 07294ccfaf Merge remote branch 'remotes/drojdjou/master' into physics 2011-04-05 12:06:13 +02:00
alteredq 65e3f92d55 Merged latest master branch into physics branch. 2011-04-05 12:04:24 +02:00
Bartek Drozdz 0017fa4285 Removed comments from Collision classes 2011-04-05 11:44:37 +02:00
alteredq 693a36f509 Moved scene loader from SceneUtils into SceneLoader. 2011-04-05 08:59:45 +02:00
alteredq f7e3a80d70 Added edges computation to OBJ converter.
If you want to get edges, run converter like with "-e" flag:

python convert_obj_three.py -i model.obj -o model.js -e

Output seems to match Blender exporter.
2011-04-05 03:37:13 +02:00
alteredq 7915999bdd Added edges to Blender exporter, JSONLoader and Geometry.
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both).

Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender.

From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object.

Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine.

Also did some whitespace cleanup here and there.
2011-04-05 00:18:36 +02:00
Bartek Drozdz 9850695f38 Collisions system initial commit. 2011-04-04 18:13:54 +02:00
Mr.doob 5742cceefd Ray: Added support for object.flipSided and object.doubleSided properties. 2011-04-04 13:10:25 +01:00
Mr.doob b899391008 Updated buillds. 2011-04-04 05:13:04 +01:00
Mr.doob abb4a774cd Merging with alteredq. 2011-04-04 05:00:21 +01:00
Mikael Emtinger 0acad374a1 Added .fog as parameter (to used for enabeling refreshing and setting of fog uniforms in MeshShaderMateiral) 2011-04-04 00:19:42 +02:00
Mikael Emtinger e7b6f4ad3c Merged with mrdoob 2011-04-03 20:44:15 +02:00
Mikael Emtinger ea42310975 Added .boundTo in custom attributes. If not defined, it assumes that the custom attribute data has the length of vertices (boundTo="vertices"). If boundTo="faces", the custom attribute data has the length of faces.length. If boundTo="faceVertices" the cursom attribute data has the length of: numFace3*3 + numFace4*4.
This can be used for setting face colors or vertex colors per face (faces that share vertex can have separate colors).
2011-04-03 20:42:24 +02:00
alteredq 477b0095a9 Added dumping of scale to Blender exporter / handling of scale to JSONLoader.
This is backwards compatible: for existing models that don't have scale nothing should change.
2011-04-03 08:48:08 +02:00
alteredq 7e6ba581de Removed some bottlenecks in shader building / sharing.
- for shader reuse materials from the standard library are now identified just by shader name (MeshShaderMaterials still use full code)
- unique shader id strings are constructed via array.join instead of string plus
- uniform and attribute locations are now cached in buildProgram (biggest one)

Also some smaller optimizations and cleanups in DOF example.
2011-04-03 04:19:00 +02:00
Mikael Emtinger 08642c5239 Merged with mrdoob.
Added depthBuffer/stencilBuffer flags to WebGLRenderTarget and support for that in WebGLRenderer. Done to support stencil shadows in renderTarget. For some reason { depthBuffer:false, stencilBuffer:true } doesn't work so this is deafulted to both:false.
2011-04-02 11:40:03 +02:00
alteredq e19bf17645 Synced with mrdoob's branch. 2011-04-02 09:16:29 +02:00
Mr.doob 8c3fa8f401 WebGLRenderer: Removed unneded program checks. 2011-04-02 07:24:30 +01:00
alteredq 3b43c79679 Added possibility of enforcing vertical angle constraint to QuakeCamera. 2011-04-02 01:32:53 +02:00
Mikael Emtinger b35b70a0e0 Fixed bug in stencil shadow renderer.
Added Q-button to Quake Camera to freeze update (good to have when debugging stuff so camera go away)
2011-04-01 18:19:18 +02:00
alteredq 27b0ee0be7 Updated Loader to handle more material parameters (blending, transparent, depthTest). 2011-04-01 15:53:39 +02:00
Mr.doob 29da25e746 WebGLRenderer: Added internal cache for compiled shaders. Already compiled shaders get reused. 2011-04-01 07:38:22 +01:00
alteredq b6aa8c8433 And some more globals, third time is a charm? 2011-04-01 04:08:41 +02:00
alteredq a53921fb22 Fixed more globals in JSONLoader. Also updated ubiquity test includes. 2011-04-01 03:57:06 +02:00
alteredq 2d7833d32e Fixed runaway globals in JSONLoader. 2011-04-01 03:34:26 +02:00
alteredq d12252421e Synced with mrdoob's branch. 2011-03-31 23:48:38 +02:00
Mr.doob 816d19a8d6 REVISION ++ 2011-03-31 22:29:53 +01:00
alteredq f518051f1f Fixed some spurious invisible character in WebGLRenderer.
No idea where they came from, looks like maybe some different encoding than ascii?

In Scite / Chrome console they look like 0Â.
2011-03-31 23:25:48 +02:00
Mikael Emtinger 70594cc9ce Fixed so dirty=false after uploading custom attribute 2011-03-31 15:45:48 +02:00
Mikael Emtinger e88b1b4783 Merged with mrdoob.
Fixed so lens flares uses AdditiveBlending in example.
2011-03-31 13:57:52 +02:00
Mikael Emtinger a0b0de46ff Added support for custom attributes in MeshShaderMaterial.
Added support for THREE.Vector4 as uniform.
2011-03-31 13:54:33 +02:00
Mr.doob d5cff3fd37 WebGLRenderer: Removed dupe blending. 2011-03-31 08:43:37 +01:00