Commit Graph
849 Commits
Author SHA1 Message Date
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.
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.
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.
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*
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...
* 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.
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.
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.
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.
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".
Hopefully no more deprecation warnings.
2011-09-21 05:52:59 +02:00
alteredq fa0b4e5062 Removed unused custom logging code from examples.
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.
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.
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.
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.
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