Mr.doob
349e565de3
Fixed some examples.
2011-10-31 17:40:13 +01:00
Mr.doob
aea1ef59a3
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-31 17:17:32 +01:00
alteredq
1658d7f083
Removed workers from Blender exporter.
...
Fixed Blender importer to work with Blender 2.60, add option for importing workers or non-worker models.
Fixed more examples to use worker-less format. All examples should work now.
Only Max exporter should be left to change.
2011-10-31 16:51:50 +01:00
alteredq
81a8eec8ee
Removed workers from SceneLoader.
...
Also manually fixed buffalo model and test scene to be valid JSONs.
2011-10-31 14:12:44 +01:00
Mr.doob
1717c62d15
Improved Kinect example
...
Hooked more values to DAT.GUI
2011-10-31 07:57:09 +01:00
alteredq
d2cad69664
Started to remove workers from the asset pipeline.
...
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
Mr.doob
2f90d73d13
Added Kinect example. Updated DAT.GUI.
2011-10-30 17:35:09 +01:00
Mr.doob
dad6911bb0
Optimised Ray a bit more
...
Removed some clone() calls while still keeping the code somewhat pretty.
2011-10-29 10:30:08 +02:00
Mr.doob
be5d5858ad
Merge remote-tracking branch 'origin/dev' into dev
2011-10-29 06:30:17 +02:00
alteredq
7473315212
Refactored common code for render passes out of render loop.
...
Also fixed RTT example, it was affected by unlit Lambert change.
2011-10-28 21:57:19 +02:00
zz85
4fbb905606
Update subdivision example
2011-10-28 23:46:36 +08:00
alteredq
15db34ad9a
Refactored custom attributes for particles.
...
More moving ifs out of inner loops.
2011-10-26 19:44:28 +02:00
alteredq
11e1290080
Got WebGL sandbox working again.
...
Finally I realized how useful it is and why we kept it around ;).
2011-10-26 11:02:51 +02:00
alteredq
9a2a535fe0
Removed forgotten code in lines example.
2011-10-25 18:36:43 +02:00
alteredq
046f4bfeb6
Added custom attributes for lines.
2011-10-25 18:26:28 +02:00
Mr.doob
1f7838a9c2
Fixed bug in Ray's pointInFace3.
2011-10-25 10:10:41 +02:00
Mr.doob
1914458738
Simplified and clarified hierarchy2 example.
2011-10-25 07:34:49 +02:00
Mr.doob
ed67da2783
Merge remote-tracking branch 'zz85/master' into dev
2011-10-25 06:39:53 +02:00
Mr.doob
d902ca3bf0
Updated builds and tweaked examples
...
Removed LOD text example. I think LOD example is good enough.
Ubiquity test working again.
Tweaked README to show the new pattern (Scene first thing created).
2011-10-25 01:50:17 +02:00
Mr.doob
212506bce4
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-25 01:18:47 +02:00
alteredq
cbef41e251
Fixed multi-canvas circle example.
2011-10-24 18:47:45 +02:00
alteredq
9433bd1446
Got ParallaxBarrierWebGLRenderer working.
2011-10-24 18:34:40 +02:00
alteredq
eda6d2adde
Got AnaglyphWebGLRenderer working.
...
Hope so ... looks kinda ok, don't have red-blue glasses.
2011-10-24 18:25:02 +02:00
alteredq
609c8c7212
More correct LOD handling (thanks to @mrdoob for insight).
2011-10-24 15:41:11 +02:00
alteredq
9f7f8fd015
Half-baked LOD attempt.
...
This doesn't handle properly order of updates of LOD vs camera.
2011-10-24 15:19:59 +02:00
alteredq
b2b7282fcd
Got skinning working again.
...
Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
2011-10-24 14:33:34 +02:00
Mr.doob
fde298e156
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-24 14:29:47 +02:00
Mr.doob
af2919bc17
Adding RenderableObject once again.
...
It's going to be handy for the WebGLRenderer (__webglObjects)
2011-10-24 14:23:12 +02:00
alteredq
408c82d306
Got WebGLRenderer working again.
...
I had to resurrect parts of old code (keeping track of scene graph changes).
Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps).
Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
2011-10-24 12:30:04 +02:00
zz85
f39c58b79b
Replace THREE.ScaleModifier with geometry.applyMatrix
2011-10-24 10:42:35 +08:00
Mr.doob
ec00f298be
CanvasRenderer and SVGRenderer using single-material system.
...
Also moved `.overdraw` to Material.
Code is much simpler now :)
2011-10-23 13:50:55 +02:00
Mr.doob
6b151b552e
Merging with @alteredq's experimental branches.
2011-10-23 12:34:46 +02:00
zz85
e17dc71d5b
Added ScaleGeometry and added Monkey Head + more geometries to examples
2011-10-23 01:24:27 +08:00
zz85
24dcc76bf7
fix subdivision example
2011-10-23 01:24:27 +08:00
zz85
ed7fcf7cb3
Update Subdivision model loading
2011-10-23 01:24:27 +08:00
zz85
cfc77699d3
Adding WaltHead back to subdivision example
2011-10-23 01:24:26 +08:00
zz85
a92ee99dab
Combined Camera now tries to use Perspective\'s average viewing frustrum for switching to Orthographic view
2011-10-23 01:24:26 +08:00
zz85
fdc911b6fa
added zoom + 6 views for CombinedCamera
2011-10-23 01:24:26 +08:00
zz85
056daa25c6
Views for CombinedCamera
2011-10-23 01:24:26 +08:00
Mr.doob
330ab77836
WIP WebGLRenderer refactoring
2011-10-16 11:36:09 +02:00
alteredq
093fbbe334
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
...
WebGL part of this branch is completely broken. Do not use. This is for further merging.
2011-10-15 18:37:59 +02:00
Mr.doob
d2b8a07822
Changed ColladaLoader so it doesn't create extra Object3Ds for each mesh.
...
Updated Stats.
2011-10-15 09:00:41 +02:00
alteredq
a529e4c783
Fixed dynamic cube map cars demo.
...
Finally, the trouble was at the application level: renderer.clear clears the current framebuffer, which, if you juggle multiple render targets, doesn't have to be necessarily the screen. Here it was the last face of cube render target.
2011-10-11 02:31:55 +02:00
Mr.doob
1e5fc98582
Reworking Scene Graph setup.
2011-10-09 01:13:46 +02:00
Mr.doob
330b64b080
Removed some (now gone) WaltHead.js includes.
2011-10-08 21:10:17 +02:00
Mr.doob
2c8967b124
Fixed CanvasRenderrer incorrectly SphericalReflectionMapping Face4 rendering.
...
Also replaced WaltHead.js (old format) with WaltHeadLo.js (new format)
2011-10-08 21:04:26 +02:00
Mr.doob
2928cce2d9
Parallax Barrier WebGL Renderer
...
Pretty useless, no way I can try it and it's probably done in hardware anyway. But looks cool :P
http://en.wikipedia.org/wiki/Parallax_barrier
2011-10-07 21:22:48 +02:00
Mr.doob
77af9c0cde
Implemented @jeromeetienne's webgl voxelpainter changes.
2011-10-07 20:54:45 +02:00
Mr.doob
869927a80e
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-07 20:30:30 +02:00
alteredq
c7d304db57
Fixed ambient occlusion in Minecraft example.
2011-10-07 20:24:50 +02:00