Commit Graph
8 Commits
Author SHA1 Message Date
Mr.doob 1b1fb7affe * Code clean up (yuicompressor doesn't throw a single warning :D) and some reformating
* Minor fixes (Geometry normal calculation)
* Isolated Matrix3 code into `Matrix3.js`
* README and TODO updated
2010-10-28 21:27:58 +01:00
alteredq 79ab4bf2e6 Merged with mrdoob's branch. Got WebGLRenderer working again :)
Changed OBJ -> Three.js converter to use new materials system (eventual old models need to be reconverted).

Limitations:

  - one use case is now much slower
    - when a mesh has each face with different color (e.g. polyfield in examples/test.html)
    - before this used FaceColorFill material and in WebGLRenderer it was rendered fast with color attribute array
    - now when FaceColorFill material is gone, each face gets own VBO :(

  - material sorting uses Materials "toString" methods for hashing, so it's very important to keep these in a good shape
2010-10-28 19:35:13 +02:00
alteredq b6904f3d72 Added Blinn-Phong material for WebGLRenderer.
In Chrome it looks more or less ok, but it has some problem in Firefox 4 (with some camera angles there are black areas around edges).

Also updated Python builder scripts and examples to include this new material.
2010-10-27 21:16:11 +02:00
Mr.doob 7464f5ff97 * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default.
* Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
* Added MeshFaceMaterial ( it uses the face.material for that pass )
* CanvasRenderer and SVGRenderer per face material logic changed.
* SVGRenderer supports particles again.
* WebGLRenderer currently broken :/
* Code clean up
2010-10-27 08:49:00 +01:00
alteredq 1de8e6fd2a Disabled point light, now that it works also in WebGL, not to have red people :). 2010-10-24 19:34:03 +02:00
alteredq dde831bf6f Extended CanvasRenderer to be able to handle decals (MeshBitmapUVMappingMaterials as secondary materials).
For decals you need to set "decalIndex" property of the material (corresponding to materials index of the original mesh UV material).

Added multimaterials example.

Fixed forgotten sphere smoothing in OBJ converter example.
2010-10-21 01:38:29 +02:00
alteredq 396d8d1cec Added male model to OBJ converter example. 2010-10-18 14:19:39 +02:00
unknown 60c2354424 Added OBJ -> Three.js converter.
Added OBJ converter test example.

Modified Three.js to handle converted models:

 - extended WebGL renderer to use texturing
   - broke down model into multiple VBOs according to materials
   - textures are lazy created when images get loaded
     (converter takes care of resizing images to nearest power of 2
      dimensions using 2d canvas)

 - changed material array semantics in Mesh object
    - before: multiple materials were applied to all faces (broken in WebGL, needs multitexturing shader)
    - now: there is only single material per face, but one mesh can have faces with different materials

 - added per vertex normals (to get smooth shading in WebGL)
2010-10-18 11:33:32 +02:00