Commit Graph
1083 Commits
Author SHA1 Message Date
Mr.doob 94b7418f60 Added objec3d.frustumCulled support to Projector (CanvasRenderer/SVGRenderer).
`renderers/Projector.js` > `core/Projector.js`

`extras/geometries/Curve.js` > `extras/core/Curve.js`
`extras/geometries/CurvePath.js` > `extras/core/CurvePath.js`
`extras/geometries/Path.j`s > `extras/core/Path.js`
`extras/geometries/Shape.js` > `extras/core/Shape.js`
`extras/geometries/TextPath.js` > `extras/core/TextPath.js`
2011-09-03 21:58:18 +02:00
alteredq ca05c86fc5 Removed surprising bottleneck in WebGLRenderer.
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was.

Gained about 10 fps in performance test, and that was for for loop iterating over single property.

Also fixed broken examples with postprocessing.
2011-09-03 00:11:29 +02:00
alteredq 75952217a2 Added frustumCulled flag to Object3D. 2011-09-02 22:37:38 +02:00
alteredq 22e842347c Fixed class hierarchy for BinaryLoader and UTF8Loader.
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
2011-09-02 20:12:04 +02:00
alteredq cbdf46c93f Fixed DataTexture class hierarchy. 2011-09-02 17:17:50 +02:00
alteredq 2603ccf424 Applied specular highlights fix from @evanw also to Phong shader. 2011-09-02 14:22:58 +02:00
Mr.doob 8412511bbb Merge remote-tracking branch 'evanw/master' into dev 2011-09-02 04:43:16 +02:00
evan 19e0f0ac7c changed vViewPosition to camera space for normal map shader 2011-09-01 20:36:05 -04:00
alteredq 5a87757b1b Merge remote-tracking branch 'remotes/mrdoob/dev' into dev 2011-09-01 17:56:43 +02:00
alteredq 59bfd81150 Added MaskPass to postprocessing and clearTarget to WebGLRenderer.
Masking was real pain to get working with multiple render targets :/.

Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
2011-09-01 17:41:56 +02:00
Mr.doob d8e75851f1 Uops, creating __webglMorphTargetsBuffers there is not what we want. 2011-09-01 17:27:20 +02:00
Mr.doob 1be08e8afe WebGLRenderer: Added deallocateObject and deallocateTexture methods. 2011-09-01 17:18:02 +02:00
Mr.doob 42c62641b4 Merge remote-tracking branch 'alteredq/dev' into dev 2011-09-01 05:01:17 +02:00
Mr.doob 3d67cf43c3 Projector now using the "array.length = 0" way. 2011-09-01 05:01:06 +02:00
alteredq 20fae814e7 Refactored postprocessing to use double buffering.
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
2011-09-01 00:19:31 +02:00
alteredq 1cbcc5beab Optimized postprocessing example.
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing).

Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
2011-08-31 15:55:58 +02:00
alteredq 797530e4f7 Moved 2d filter shaders from ShaderUtils to ShaderExtras. 2011-08-31 13:16:49 +02:00
alteredq 10e12a8305 Added generic ShaderPass. Removed SepiaPass, ScreenPass, VignettePass. Added bleachbypass shader. Simplified multi-composer pipeline in postprocessing example. 2011-08-31 01:06:26 +02:00
alteredq 3a5d02cc39 Added vignette shader / effect. Updated postprocessing example. 2011-08-30 18:59:00 +02:00
alteredq 093bbb1cb9 Added dot screen shader / effect. Extended postprocessing demo. Fixed viewport bug for render targets. 2011-08-30 16:48:47 +02:00
alteredq 32f0f884bd Added sepia shader / effect. 2011-08-30 12:38:32 +02:00
Mr.doob a59647d63d Ray.js: We don't want dot == 0 either. 2011-08-29 15:51:16 +02:00
Mr.doob 7fd7c2dff5 Merging with @alteredq's dev. 2011-08-29 14:33:34 +02:00
Mr.doob 717e414801 Examples that used Torus_bin now use TorusGeometry. 2011-08-29 14:31:43 +02:00
Mr.doob 7c7d4428f2 Moved src/materials/Mappings.js inside src/materials/Texture.js
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
2011-08-29 05:18:25 +02:00
Mr.doob 45fa8fff48 Ray.js: Now ignores objects behind origin and also faces behind origin (using the centroid). 2011-08-29 03:55:45 +02:00
Mr.doob 6e5d049045 Ray.js: Probably better without any extra checks. 2011-08-29 02:02:59 +02:00
Mr.doob a07bc88ae0 Ray.js: The bounding sphere check wasn't considering flipSided/doubleSided when the origin was inside the sphere. 2011-08-29 01:45:24 +02:00
Mr.doob 8fd041508f extras/io > extras/loaders
extras/collada/dae.js > extras/loaders/ColladaLoader.js

removed LoaderOld.js
2011-08-26 23:44:47 +02:00
Mr.doob ee80c958a1 TorusGeometry: Proper vertex and face normal calculation.
Some clean up on Vector* constructors.
Added UV::clone.
2011-08-26 23:33:13 +02:00
Mr.doob 4e1d803a5e Merge remote-tracking branch 'robertshield/master' into dev 2011-08-26 22:10:37 +02:00
alteredq dcee8501f6 Merged with rectalogic's texture update fix. 2011-08-26 19:47:28 +02:00
alteredq 4336d757ac Added WebGLRenderTargetCube.
Work-in-progress.
2011-08-26 19:40:56 +02:00
Robert Shield 91fd762303 Fix Vector3.divideSelf, previously it called an undefined method. 2011-08-26 02:10:22 -04:00
Andrew Wason ce76a7406c Need to set correct slot as gl.activeTexture in setTexture
Fixes lightMap bug https://github.com/mrdoob/three.js/issues/458
2011-08-25 16:15:02 -04:00
alteredq c68701c860 Added vertex normals to CylinderGeometry.
I think cones are still not completely ok, but at least cylinders can be now smooth.
2011-08-25 04:31:05 +02:00
alteredq d5b117fc18 Merge remote-tracking branch 'remotes/rectalogic/imagedata' into dev 2011-08-24 23:06:51 +02:00
Andrew Wason 9b0536da91 Don't confuse DataTexture with a Texture with ImageData.
Fixes https://github.com/mrdoob/three.js/issues/453
2011-08-24 16:58:21 -04:00
Andrew Wason 89f89ab61e Don't confuse DataTexture with a Texture with ImageData.
Fixes https://github.com/mrdoob/three.js/issues/453
2011-08-24 16:31:50 -04:00
Mr.doob a1a54764b5 Merge remote-tracking branch 'timknip/master' into dev 2011-08-24 11:40:06 +02:00
timk 3a7bc294d7 hmm 2011-08-23 22:01:18 +02:00
alteredq 692b392750 Refactored Matrix4 compose / decompose to reduce memory consumption (untested).
Still not very fond of decompose returning new array. We will see when it'll be actually used - as API allows for passing in existing translation, rotation, scale, maybe this return array could be eliminated.
2011-08-22 20:11:42 +02:00
alteredq 39ed3bed93 Added "v3v" uniform type for array of THREE.Vector3.
Also added some comments to uniforms setter, it's starting to get a bit messy.
2011-08-22 18:48:54 +02:00
alteredq 29e51a6ed9 Merge remote-tracking branch 'remotes/mrdoob/dev' into dev 2011-08-22 16:29:36 +02:00
Mr.doob 4575d80254 Merging with @timknip2's master 2011-08-22 16:09:48 +02:00
alteredq e59aefce8e Merge remote-tracking branch 'remotes/mrdoob/dev' into dev 2011-08-22 15:56:36 +02:00
alteredq fb6d579d35 Merged zz85's experimental branch. 2011-08-22 15:47:28 +02:00
timk f7c4d504f9 skinning -> morph-targets 2011-08-22 15:39:44 +02:00
Mr.doob f0ef2532b8 Merging with @timknip2's mater. 2011-08-22 14:39:31 +02:00
timk a6100406f8 cleaning :/ 2011-08-22 02:55:45 +02:00