alteredq
a702cd4dbf
Refactored sortFacesByMaterial and setMeshBuffers to use separate lists for triangles and quads.
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This gave us ~13% performance gain for dynamic meshes.
2011-10-25 23:36:35 +02:00
alteredq
23ed013719
Fixed bug in shader defines.
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Interestingly, this was breaking OpenGL but not ANGLE.
2011-10-25 21:38:17 +02:00
alteredq
26b34f2c6c
Refactored custom attributes handling for particles.
2011-10-25 18:55:04 +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
a7c804b817
Updated builds.
2011-10-25 06:50:15 +02:00
Mr.doob
ed67da2783
Merge remote-tracking branch 'zz85/master' into dev
2011-10-25 06:39:53 +02:00
Mr.doob
5916682ea6
Reverting again
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Actually, this would break cameras added as childs of objects, reverting.
So there is no clear and simple way to handling multiple scenes unfortunatelly.
Encouraging `scene.add( camera )` seems like the right thing to do then, less problems.
2011-10-25 05:59:13 +02:00
Mr.doob
13e4f78a28
Reverting my thought
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Actually, I think this can be handled magically instead of requiring understanding of the concept that the camera is part of the scenegraph.
While I was at it, I fixed it so you can use a camera for rendering different scenes (the renderer will add it and remove from each scene graph) .
2011-10-25 05:47:13 +02:00
Mr.doob
d902ca3bf0
Updated builds and tweaked examples
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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
Mr.doob
747b813bcb
Merging with @alteredq's branch
2011-10-25 01:18:31 +02:00
alteredq
ea26fef013
Fixed Collisions.
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Fix was trivial, I guess for the moment they can stay.
2011-10-24 18:55:07 +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.
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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.
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This doesn't handle properly order of updates of LOD vs camera.
2011-10-24 15:19:59 +02:00
Mr.doob
e54f2e32e7
Updated builds.
2011-10-24 14:43:33 +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
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.
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It's going to be handy for the WebGLRenderer (__webglObjects)
2011-10-24 14:23:12 +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
zz85
f39c58b79b
Replace THREE.ScaleModifier with geometry.applyMatrix
2011-10-24 10:42:35 +08:00
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
806ecdfc04
Merge remote-tracking branch 'alteredq/experimental_shading_materials' into dev
2011-10-23 12:34:56 +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
zz85
2757ae44a9
Merge branch 'master' of github.com:zz85/three.js
2011-10-23 01:29:42 +08:00
zz85
0a444b9d8a
ScaleModifier uses geometry.applyMatrix
2011-10-23 01:24:27 +08:00
zz85
973e6156e8
CombinedCamera decouples setFov from perspective mode now
2011-10-23 01:24:27 +08:00
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
522fa70a22
Fixed sharp corners for Subdivision Modifier
2011-10-23 01:24:27 +08:00
zz85
ed7fcf7cb3
Update Subdivision model loading
2011-10-23 01:24:27 +08:00
zz85
435cdb9ff7
cleaner way of doing perspective->orthographic
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
zz85
588c2b0a9f
ScaleModifier uses geometry.applyMatrix
2011-10-23 01:11:58 +08:00
zz85
60c103648e
CombinedCamera decouples setFov from perspective mode now
2011-10-23 00:42:58 +08:00
alteredq
5edfb12697
Added "autoUpdateObjects" flag to WebGLRenderer.
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This is to be able to skip redundant updates in multipass rendering (like for shadow maps or dynamic cube maps).
Also reshuffled initWebGLObjects calls to have just a single update in a basic scenario of shadow map pass followed by scene render.
Still need to solve somehow potential redundant updates in EffectComposer (which can mix multiple scenes).
2011-10-21 18:12:05 +02:00
alteredq
103154d293
Removing some cruft in WebGLRenderer.
2011-10-21 16:25:26 +02:00
alteredq
965b199de2
And some more strict equality checking.
2011-10-21 14:13:44 +02:00
alteredq
f166079dcc
More strict equality checking.
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Just for the sake of consistency, when object properties are not involved performance difference is negligible.
2011-10-21 13:42:28 +02:00
alteredq
b410a7804a
Small change in setObjectFaces.
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These little buggers were costing 3.35% of the total time in performance test.
2011-10-21 13:05:07 +02:00