Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).
Some casualties:
- multi-materials example, this functionality isn't possible anymore
- had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
- multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
- scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)
Other renderers and their corresponding examples were not touched yet.
WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black.
Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
Lots of code got cleaner with seconds, seems we used them before all around.
Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
Got tired of redoing deltas all the time. Not sure about API or implementation details, but so far seems to be useful.
In future, we could for example have clocks that are slower / faster than realtime, or fixed step based.
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.
- moved 3d-only text parameters from TextPath into TextGeometry
- added safeguard for bevelSize and bevelThickness not affecting shape size if bevel is disabled
- updated text examples as now TextGeometry is not anymore centered
Note: shadow maps as currently implemented are very fussy, they need tons of tweaking to look halfway decent. Also current implementation doesn't do proper depth normalization. For some reason this gives better results than the "right way".