alteredq
9f7f8fd015
Half-baked LOD attempt.
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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.
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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
alteredq
408c82d306
Got WebGLRenderer working again.
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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
Mr.doob
caabab07f3
Lines can be treated as Objects
2011-10-23 14:18:57 +02:00
Mr.doob
ec00f298be
CanvasRenderer and SVGRenderer using single-material system.
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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
Mr.doob
20c96f52e9
Reverted changes, starting again.
2011-10-23 10:04:28 +02:00
Mr.doob
330ab77836
WIP WebGLRenderer refactoring
2011-10-16 11:36:09 +02:00
alteredq
a8869f9e5b
Quick and dirty hack to get WebGLRenderer working with new scene graph.
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This is not supposed to be "proper" solution (for example this doesn't solve removing of objects), but at least some WebGL examples are working now.
2011-10-15 20:13:36 +02:00
alteredq
093fbbe334
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
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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
6742f8e4a4
Merge remote-tracking branch 'sirlantis/patch-1' into dev
2011-10-15 09:01:58 +02:00
Mr.doob
d2b8a07822
Changed ColladaLoader so it doesn't create extra Object3Ds for each mesh.
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Updated Stats.
2011-10-15 09:00:41 +02:00
Marcel Jackwerth
b6e6624a1d
Added missing minus sign.
2011-10-14 19:46:29 +03:00
Marcel Jackwerth
d49f2d3281
Always use shortest path for Quaternion.slerp (also see: http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ Other Issues, Inverting Quaternions)
2011-10-14 18:54:44 +03:00
Mr.doob
698c15fdce
Tab fix.
2011-10-12 05:47:00 +02:00
Mr.doob
e81b2361d7
Merge remote-tracking branch 'cscott/master' into dev
2011-10-11 20:46:34 +02:00
Mr.doob
fb4f5f8467
Merge remote-tracking branch 'Knectar/dev' into dev
2011-10-11 02:21:16 +02:00
alteredq
d2c6487b41
Fixed random clipping of objects in WebGLRenderTargetCube / CubeCamera.
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Turns out before all cube texture faces shared a single depth buffer.
Last cube face still missing.
2011-10-11 00:38:28 +02:00
C. Scott Ananian
ed38b18fd9
Fix scene loader when there is nothing asynchronous to be loaded.
2011-10-10 18:06:58 -04:00
alteredq
addb3a12a9
Refactored CubeCamera / cube map handling.
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Before lighting was messed up in dynamically generated cube maps.
Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).
For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).
There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
2011-10-10 23:39:22 +02:00
Daniel
c783410a1a
Octahedron subdivisions to default to 0.
2011-10-10 18:54:56 +01:00
Mr.doob
8edb3f18b2
Removing (now unused) stuff from Projector.
2011-10-09 07:11:19 +02:00
Mr.doob
378c3fdfed
Removing some deprecated warnings.
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Maybe a bit too early, but just want to see that code clean and simple...
2011-10-09 07:01:18 +02:00
Mr.doob
0971db286f
I wonder if this still affects performance nowadays.
2011-10-09 06:49:07 +02:00
Mr.doob
6419bd37d9
Got CanvasRenderer and SVGRenderer using the new Scene Graph.
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* The new system allow us to add lights and cameras as children of any object without hacks.
* The Camera needs to be added to a Scene. If the Camera has no parent it's added to the Scene being renderer automatically.
* I'll work on implementing this into the WebGLRenderrer tomorrow (gonna be a looong day... ).
2011-10-09 06:46:03 +02:00
Mr.doob
1e5fc98582
Reworking Scene Graph setup.
2011-10-09 01:13:46 +02:00
Mr.doob
2c8967b124
Fixed CanvasRenderrer incorrectly SphericalReflectionMapping Face4 rendering.
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Also replaced WaltHead.js (old format) with WaltHeadLo.js (new format)
2011-10-08 21:04:26 +02:00
Mr.doob
8db9d6fd61
GUI: Snap to axis (press x,y or z when moving). Added TrackballControls
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Added this.enabled property to TrackballControls.
Simplified TrackballControls code.
2011-10-08 19:43:11 +02:00
Mr.doob
df94d2af57
Moved matrixWorldInverse logic to renderers as per @greggman suggestion.
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Now `Camera` can use inherited `update()`
2011-10-08 03:38:49 +02:00
Mr.doob
7d3e482555
Merge remote-tracking branch 'alteredq/dev' into dev
2011-10-08 00:28:07 +02:00
Mr.doob
7891f2b33b
JSONLoader.load( parameters ) to JSONLoader( url, callback, texturePath )
2011-10-08 00:21:13 +02:00
alteredq
51b6db1c54
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
2011-10-07 22:54:56 +02:00
alteredq
8ab93926ce
Fixed bug causing disappearing wireframe objects in mixed scenes.
2011-10-07 22:53:57 +02:00
Mr.doob
319d423262
Forgot marklundin's credit.
2011-10-07 21:54:47 +02:00
Mr.doob
2928cce2d9
Parallax Barrier WebGL Renderer
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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
alteredq
89c578332e
Fixed shading glitches on OpenGL (thanks to @mrdoob for spotting this).
2011-10-07 20:56:24 +02:00
alteredq
7355c2b68b
Changed ambient term to influence also texture in Phong / normal map materials.
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This feels more intuitive, otherwise ambiently lit textured surfaces look weird.
2011-10-07 19:06:55 +02:00
alteredq
7d2805dd83
Fixed specular term in Phong / normal map materials.
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Turns out I had it right before after all: to get rid of artefacts it should be multiplied by diffuse term (instead of being patched by conditional).
2011-10-07 18:43:00 +02:00
Mr.doob
e4a17d6369
Merge remote-tracking branch 'greggman/newrot' into dev
2011-10-07 09:01:16 +02:00
Mr.doob
4e5dff61c8
Added basic Collada file drop support to the GUI.
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Unfortunately "File" doesn't have path information, so textures won't load :/
Tried to also drop .js files, but the Workers part ruined the party too :/ :/
2011-10-07 08:55:05 +02:00
Mr.doob
1258e8a771
Ray now also checks object's children.
2011-10-07 07:07:34 +02:00
gman
7f0346f3b8
Update WebGL Renderer so cameras can have parents
2011-10-06 17:58:00 -07:00
Mr.doob
81d338e915
ColladaLoader fixes.
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* Fixed `ColladaLoader` and `Loader` url base extraction code.
* `ColladaLoader` now ignores non-joint nodes when constructing the skeleton. (Hopefuly, in a year time, I'll find this fix stupid)
2011-10-07 02:30:10 +02:00
Mr.doob
435f7e7be5
Backwards compatibility for old cameras.
2011-10-07 01:08:59 +02:00
alteredq
b18a38eee5
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
2011-10-06 23:44:10 +02:00
alteredq
84ed1835ca
Added reflection to normal map shader.
2011-10-06 23:33:01 +02:00
Mr.doob
f357225c2d
Merging dev branch.
2011-10-06 06:15:03 +02:00
alteredq
801fe52d75
Removed unused code from normal map shader.
2011-10-06 05:02:10 +02:00
alteredq
8afaef4597
Merge remote-tracking branch 'remotes/mrdoob/dev' into dev
2011-10-06 04:18:27 +02:00
alteredq
1042528b39
Added texture coordinates offset and repeat to normal map shader.
2011-10-06 04:11:11 +02:00