Mr.doob
5feee3839f
Trying to merge...
2010-11-15 01:56:10 +00:00
Mr.doob
11bde7e2d3
Just realised that the tweak is not needed.
2010-11-15 01:54:00 +00:00
Mr.doob
aebe898625
Forgot to commit MeshDepthMaterial
2010-11-15 01:48:36 +00:00
Mr.doob
98dc841aab
Added MeshDepthMaterial.
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Optimised Particles projection in CanvasRenderer.
2010-11-15 01:17:41 +00:00
Mr.doob
64df690cc0
SVGRenderer also working.
2010-11-13 08:20:35 +00:00
Mr.doob
22f48a731b
CanvasRenderer handles textures again.
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Most of the examples working.
2010-11-13 07:11:57 +00:00
Mr.doob
adb275a093
Material constants and THREE.Texture
2010-11-13 05:55:09 +00:00
Mr.doob
237f165555
ParticleCircleMaterial working again with CanvasRenderer
2010-11-13 03:42:13 +00:00
Mr.doob
ce3d641ff2
Changed materials format a bit.
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Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D)
`Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
2010-11-13 02:39:27 +00:00
alteredq
25d8237283
Fixed broken syntax for new material triplet.
2010-11-12 20:30:36 +01:00
alteredq
7ce3b0f7d2
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
2010-11-12 18:10:28 +01:00
unknown
ed6f2ccd79
Testing workflow with branches - this should merge changes from "master" branch to "materials".
2010-11-12 17:06:59 +01:00
unknown
9d79aba4d8
Merge branch 'master' into materials
2010-11-12 17:05:22 +01:00
alteredq
c31cb220e3
Renamed examples: shader_test -> materials_shaders, materials_test -> materials_multimaterials
2010-11-12 15:57:07 +01:00
alteredq
477b1e8440
First attempt at MeshBasicMaterial / MeshLambertMaterial / MeshPhongMaterial. Also: testing branching :)
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This is not supposed to work yet, all is in the flux, do not base any code on this.
2010-11-12 15:40:47 +01:00
Mr.doob
f424dc849a
LineBasicMaterial params.color ⟶ params.diffuse_color
2010-11-12 05:04:33 +00:00
Mr.doob
08ef7e0e6c
Properly renaming LineColorMaterial ⟶ LineBasicMaterial
2010-11-12 04:42:07 +00:00
Mr.doob
facf7ff039
* Starting the materials refactoring (testing branching too)
2010-11-12 04:37:36 +00:00
Mr.doob
b978e9e592
* Minor tweaks on Rectangle.js
r28
2010-11-12 04:19:21 +00:00
Mr.doob
0340404cfc
* examples/geometry/primitives ⟶ src/extras/primitives
2010-11-12 04:03:27 +00:00
Mr.doob
a35b35fde9
* examples/geometry/primitives ⟶ src/extras/primitives
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* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
2010-11-12 04:02:30 +00:00
alteredq
94e77e4cb4
Added caching of element offsets optimization to binary loader.
2010-11-12 01:09:48 +01:00
alteredq
1e36ddee47
Applied mrdoob's optimizations from ascii loader also to binary loader.
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TODO: still could save some more multiplication by precomputing offsets for individual components of the elements.
2010-11-11 21:49:29 +01:00
Mr.doob
453c6efc0d
At Loader.js, as far as I can see we don't need all that stride stuff. Removed/Simplified from createModel() by now. That saves *a lot* of multiplications at init of the geometry.
2010-11-11 13:01:40 +00:00
Mr.doob
55baeb7ee4
Merge remote branch 'alteredq/master'
2010-11-11 05:28:15 +00:00
alteredq
f9ec9325f9
Tested exporters with new Blender 2.55 Beta. It seems both old and new one work without any changes \o/
2010-11-11 01:54:02 +01:00
alteredq
b31c9bd8a3
Added handling of empty material slots in new Blender exporter.
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Such broken materials will be replaced by dummy materials names like this "undefined_dummy_5".
2010-11-10 23:59:08 +01:00
Mr.doob
237c6656f2
Merge remote branch 'alteredq/master'
2010-11-10 16:47:26 +00:00
alteredq
ca7e2fc923
Added model alignment to new Blender exporter.
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Fixed crash bug with non-textured models in new Blender exporter.
Fixed bottom alignment bug in OBJ converters.
2010-11-10 02:16:29 +01:00
Mr.doob
f34ca2e477
Merge remote branch 'alteredq/master'
2010-11-10 00:09:04 +00:00
alteredq
baced836f3
Merge remote branch 'remotes/upstream/master'
2010-11-09 22:47:16 +01:00
alteredq
c545318b51
Added experimental Blender exporter for the new ascii JSON format.
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Models exported by this version should be loaded like this (the same as for slim OBJ converter):
var loader = new THREE.Loader();
loader.loadAscii( "path/to/model/Model.js", function( geometry ) { createScene( geometry ) }, "path/to/model" );
Compared to OBJ converter, currently only single mesh is exported (many models are composed of several meshes).
TODO
- model alignment
- copy used images to folder where exported file goes
- export all selected meshes / all meshes in the scene?
- binary format
2010-11-09 22:44:22 +01:00
alteredq
b3bacc8af8
Refactored OBJ slim converter (to make it easier to reuse ASCII converter snippets in Blender exporter).
2010-11-09 22:22:39 +01:00
Mr.doob
a7d70a0eff
* Builders clean up
2010-11-09 06:27:44 +00:00
Mr.doob
06cef27b81
Merge remote branch 'alteredq/master'
2010-11-09 05:54:19 +00:00
alteredq
7c26e04c7a
Refactored common functionality out of ascii and binary loaders.
2010-11-09 02:19:34 +01:00
Mr.doob
c2ae485dea
Merge remote branch 'alteredq/master'
2010-11-09 00:14:34 +00:00
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.
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This saves about 10% from size of textured binary models.
2010-11-08 23:20:25 +01:00
Mr.doob
35b21b1f4e
* LICENSE: Changed copyright
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* 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.
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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