zz85
b4332d6a24
added more generic geometry creation functions in canvas_geometry_subdivison.html
2011-10-03 07:18:55 +08:00
alteredq
17b4ab614d
"Fixed" scene test examples.
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Seems like calling `renderer.initWebGLObjects` out of regular frame render doesn't play well with new buffer switching minimization optimization.
2011-10-02 16:33:36 +02:00
alteredq
a60595b3f7
Removed edges handling from asset pipeline (Blender exporter, OBJ converter, JSONLoader).
2011-10-02 16:13:44 +02:00
alteredq
0e4a103872
Fixed CubeCamera. Added forgotten HTML for dynamic cube maps cars example.
2011-10-02 13:20:55 +02:00
zz85
cdd5a20de2
Switched to hashmap implementation for mergeVertices()
2011-10-02 18:54:18 +08:00
Mr.doob
ad31ff1214
Fixed the rest of the examples.
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Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
2011-10-02 06:33:32 +02:00
Mr.doob
25d6480cf6
Fixed yet more examples.
2011-10-02 00:08:40 +02:00
Mr.doob
36ae04418c
Fixed yet some more examples.
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Removed QuakeCamera.
2011-10-01 23:38:26 +02:00
Mr.doob
99713c72ae
Fixed some more examples.
2011-10-01 23:27:54 +02:00
Mr.doob
7700feb538
WebGLRenderer .autoClear*
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Implemented .autoClearColor .autoClearDepth .autoClearStencil as per @alteredq's suggestion at #587 .
2011-10-01 22:46:56 +02:00
Mr.doob
b87bfc71c8
Bunch of changes...
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* Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point.
* Object3D.lookAt now checks if it's a Camera and does the inverted view.
* Quaternion glitch reported at #595
* Added .name to Material
* WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.
2011-10-01 22:36:05 +02:00
zz85
8ead1b1a91
Fixed mergeVertices(). Moved from CubeGeometry to Geometry. Now checkDupVertices(true) removes duplicated vertices
2011-10-01 16:47:53 +08:00
zz85
0f9c3f44ee
Merge remote-tracking branch 'upstream/dev'
2011-09-30 22:04:16 +08:00
zz85
5c51b8fce2
Tested with Torus. Disabled UVs.
2011-09-30 22:03:40 +08:00
alteredq
00b01e88b3
Added cars demo.
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New stuff:
- car rig
- dynamic cube maps
- drop shadows from geometries
- tilt-shift
- motion blur
- fxaa
Uses shrunk lens flare texture from ro.me.
2011-09-30 00:51:45 +02:00
zz85
61a407f37b
Updated Curve.js, Updated builds
2011-09-30 01:52:20 +08:00
zz85
c2e0d05ec6
Playing around with UVs
2011-09-30 01:26:08 +08:00
zz85
8edfa99583
Rename SubdivisonGeometry.js to SubdivisionGeometry.js. Fix geometries which use duplicate vertices. SubdivisionGeometry tested with Cube/Sphere/Cylinder/TextGeometry
2011-09-29 17:15:41 +08:00
alteredq
721d5bb5ba
Added FXAA to color lines example.
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Works better in OpenGL with thick lines. Single pixel wide lines in ANGLE get a bit of strip pattern.
2011-09-29 02:15:21 +02:00
alteredq
e0a29097cd
Added FXAA shader (thanks to @supereggbert) and SavePass.
2011-09-28 23:02:28 +02:00
zz85
670ebf6139
Fixed SubdivsionGeometry points. Added class, update builds
2011-09-29 04:38:56 +08:00
zz85
ea634d0ff1
initial subdivision geometry - needs debuggin and more testings
2011-09-29 04:04:27 +08:00
alteredq
ba75a48a2b
Optimized uniforms updates.
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Should not refresh anything if material doesn't change for several objects in a row (in a single frame).
Hope this didn't break something, I remember this being tricky. Went through examples and they seem to work ok, gained some fps in performance test.
Also disabled sorting in depth-of-field example for some more fps gain.
Still didn't figure out the original reason for recent fps drop in performance / dof examples :/
2011-09-26 15:55:05 +02:00
alteredq
db78ffe003
Some more Math.PI instead of magic numbers.
2011-09-25 20:19:08 +02:00
alteredq
7e937ebe69
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
2011-09-25 18:55:32 +02:00
alteredq
9e39966076
Added ability to disable render passes to EffectComposer. Added simple blend shader to ShaderExtras.
2011-09-25 18:54:30 +02:00
Mr.doob
dd31b37211
Merge remote-tracking branch 'pyrotechnick/dev' into dev
2011-09-24 13:44:28 -07:00
alteredq
84a7c304a6
Fixed specular lighting also in normal map shader.
2011-09-24 11:51:12 +02:00
alteredq
8bd87ff444
Rewritten lighting shaders.
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Hopefully this fixes several problems:
- ambient component not modulated by scene ambient light
- specular component not getting light colors
- unnecessary opacity use in lighting calculations
- unnecessary vertex shader light computation for Phong
- unnecessary use of one varying in Phong
2011-09-24 10:45:57 +02:00
Nicholas Kinsey
ce2e019e2d
Optimising array operations in webgl_lines_*.html
2011-09-24 15:48:55 +10:00
alteredq
bbdef72e69
Added simple tilt-shift effect to ShaderExtras.
2011-09-24 02:40:14 +02:00
alteredq
fd0fb85c8e
Fixed specular light vs black texture bug in Phong shader.
2011-09-21 20:47:57 +02:00
alteredq
631a5d697c
Changed remaining "addXXX" to "add".
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Hopefully no more deprecation warnings.
2011-09-21 05:52:59 +02:00
alteredq
fa0b4e5062
Removed unused custom logging code from examples.
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This was relic from before "console.log" was working cross-browser.
2011-09-21 05:37:48 +02:00
Mr.doob
bbb65a768c
Updated HTML of the rest of the examples.
2011-09-20 19:27:01 -07:00
Mr.doob
19d8261174
More examples clean up.
2011-09-20 18:31:13 -07:00
Mr.doob
17547a2ea0
Changed addChild()s to add()s in ColladaLoader.
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Cleaned up some more examples.
2011-09-20 17:54:57 -07:00
Mr.doob
71c2df1649
Updated HTML of some examples.
2011-09-20 15:59:12 -07:00
alteredq
d2a3122be1
Fixed Sprites to use "object.visible"
2011-09-20 22:18:47 +02:00
alteredq
44c5f88e77
Updated builds. Fixed Collada example.
2011-09-19 22:58:16 +02:00
alteredq
d4b2e4a8e0
Added color parameter to Sprite.
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Also removed unused material Sprite parameter.
2011-09-17 00:36:44 +02:00
alteredq
0d8f3572f0
Fixed shadowmap camera aspect ratio (thanks to @kig).
2011-09-16 00:10:34 +02:00
Mr.doob
dd1f214947
@zz85's SimplexNoise fixes.
2011-09-13 15:15:36 -07:00
alteredq
e298ac6814
Renamed MeshShaderMaterial => ShaderMaterial
2011-09-12 19:17:20 +02:00
alteredq
3e04cf18dc
Normalized Gaussian blur coefficients.
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Also shortened a life cycle for particles in shapes example. Still it gets about 10 fps slower with time :/
2011-09-09 21:08:29 +02:00
alteredq
898e528e5d
Merge remote-tracking branch 'remotes/zz85/master' into dev
2011-09-09 20:59:44 +02:00
alteredq
fcf4fe34f6
Small optimization of skin rendering demo.
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No need to computer Beckmann texture every frame, once is enough.
2011-09-09 20:40:25 +02:00
alteredq
78521fad95
Added renderer.getClearAlpha. Extended RenderPass to be able to use custom alpha clear. Fixed UVs in UTF8Loader.
2011-09-09 19:57:13 +02:00
zz85
178dc964b5
fixed horizontalBlur and verticalBlur shaders
2011-09-09 22:02:33 +08:00
alteredq
94b14c1e3a
Cleaned up a bit 9-sample Gaussian blur shader.
2011-09-08 18:26:59 +02:00