Commit Graph
456 Commits
Author SHA1 Message Date
Mr.doob b96de35ca0 Updated README r30 2010-11-30 16:41:59 +00:00
Mr.doob d1d60ef4da Updated README 2010-11-30 16:40:40 +00:00
Mr.doob 95ec00f8ac Updated builds. 2010-11-30 16:24:10 +00:00
Mr.doob 0f2badfdd1 Previous commit: Matrix4.transformMatrix4.transformVector3 and Matrix4.tranformVector4
This commit fixes what that change broke.
Removed chromatic distortion from WebGL reflection/refraction.
2010-11-30 16:15:16 +00:00
Mr.doob 195d9a3820 Merge remote branch 'alteredq/master' 2010-11-30 15:48:52 +00:00
Mr.doob 5ee46bd973 Some Matrix4 optimisations... 2010-11-30 15:48:40 +00:00
alteredq de9b681204 Added forgotten MeshShaderMaterial.js Oops :# 2010-11-30 15:25:53 +01:00
alteredq e0c6dcb0cc Switched one more Walt to binary loader with progress reporting. 2010-11-30 15:23:24 +01:00
alteredq 5e3c1fbab8 Forgot to finish transition of car demo to new loading progress handling. 2010-11-30 13:32:53 +01:00
Mr.doob ab2d25fcf0 Merge remote branch 'alteredq/master' 2010-11-30 05:06:53 +00:00
Mr.doob 67250c69d9 Merging with alteredq's branch. 2010-11-30 05:06:46 +00:00
Mr.doob dde35ca06e Minor changes.
Trying to catch a bug with SmoothShading material objects with no vertexNormals.
2010-11-30 04:56:50 +00:00
alteredq d502ccef1d Moved binary files load progress reporting to Loader.js. Added load progress reporting to demos with larger meshes.
To be used like this:

    var loader = new THREE.Loader( true );
    container.appendChild( loader.statusDomElement );

    loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path );

    function createScene( geometry ) {
        ...

        loader.statusDomElement.style.display = "none";

    }
2010-11-30 02:21:22 +01:00
alteredq 14bccd81ea Synced with mrdoob's branch. 2010-11-30 00:01:42 +01:00
alteredq 45b3ceb7df Added MeshShaderMaterial (and Fresnel shader as its first example).
MeshShaderMaterial is still work in progress, expect changes.

Nice side effect of WebGLRenderer refactoring: optimized one significant bottleneck (with noticeable effect on framerate in some demos), typed arrays corresponding to matrix uniforms are now set (instead of being created anew in each frame).

Also created fully full build, with all extras included. This helps with deployment, especially when multiple versions of Three have to coexist in the same folder structure (got burned on this few times already).
2010-11-29 23:44:33 +01:00
Mr.doob 011b123a6e ReflectionMapReflectionMapping
`RefractionMap` ⟶ `RefractionMapping`
2010-11-28 09:47:37 +00:00
Mr.doob bddcebce95 Few changes to README 2010-11-28 07:06:16 +00:00
Mr.doob 34f802e392 Code clean up.
Removed old Blender exporters.
Slim exporter is now Normal exporter (needs some testing).
2010-11-28 06:52:59 +00:00
Mr.doob a2acf0b390 CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved.
CanvasRenderer now with ShadingSmooth, or something along the lines...
2010-11-27 11:30:01 +00:00
Mr.doob 724870d5f1 Crappy/Temporal WebGLRenderer Reflection/Refraction Chromatic Dispersion hack. (Just for kicks) 2010-11-26 21:06:59 +00:00
Mr.doob 66677bc79f Merge remote branch 'feisty/master' 2010-11-26 08:00:12 +00:00
Mr.doob b913baa6f0 Code clean up and minor optimisations. 2010-11-26 07:58:44 +00:00
pyrotechnick 705aa9bf16 adding particles_sprites example to README 2010-11-25 23:28:57 -08:00
Mr.doob 2c50ad366b Merge remote branch 'alteredq/master' 2010-11-26 02:12:00 +00:00
Mr.doob f5f9becaf1 Minor tweaks. 2010-11-26 02:11:31 +00:00
alteredq 38dacb0d1e Some small refactoring in WebGLRenderer.
There shouldn't be any change in functionality, just moved code around and clarified comments.
2010-11-26 00:28:04 +01:00
alteredq e1f885fbf0 Made 2d textures reusable in WebGLRenderer.
2d texture encapsulates bitmap, wrapping and minifying/magnification parameters.

Which reminds me, maybe also minifying/magnification options should be parameters in Texture object.

Though as defaults are "best" (LINEAR / LINEAR_MIPMAP_LINEAR = trilinear filtering), this would make sense just for special use cases like when trying to achieve "retro" look (like in Minecraft, http://gregs-blog.com/2008/01/14/how-to-turn-off-bilinear-filtering-in-opengl/ ;).
2010-11-25 22:24:21 +01:00
alteredq 739dc0a135 Made mouse wheel in panorama fisheye demo work in Firefox 4, Opera and Explorer 9. 2010-11-25 20:43:34 +01:00
pyrotechnick 716f3c48c2 adding materials_cars example to README 2010-11-25 00:41:10 -08:00
Mr.doob 309927a8dc Merge remote branch 'alteredq/master' 2010-11-25 08:04:57 +00:00
Mr.doob 4fe5e8d292 Renamed vr demo to panorama demo, duplicated to panorama fisheye demo (to avoid confusions). 2010-11-25 08:04:34 +00:00
alteredq 06e64013d9 Fixed bug in SceneUtils. 2010-11-25 04:26:24 +01:00
alteredq a20d9102ce Few small tweaks to cars demo.
Changed materials a bit to look better with lighter environment map.

Added space to buttons HTML so that Firefox don't draw them sticked together.

Also re-added htaccess for BIN files.
2010-11-25 02:10:54 +01:00
Mr.doob 8e8dfe2d01 Tweaked cars demo a bit. 2010-11-24 23:55:34 +00:00
alteredq 696c70152d Added cars demo.
Not sure about adding car models, they are quite big (even binary ones). To be removed if it makes troubles with git / GitHub.
2010-11-24 23:06:23 +01:00
alteredq 812af5dc93 Merge remote branch 'remotes/upstream/master' 2010-11-24 22:40:28 +01:00
alteredq e5ddb133a5 Added load progress callback to binary loader.
Turns out it is working better over the real web than on localhost (where it seems loading is too fast for Chrome to pick up UI changes, so it queues them and shows them all just after loading is already finished).

Still not working properly - getting length of full content, this seems to be unreliable across browser / server combination.

Instead passing to callback JSON object with both total and loaded bytes, so this can be handled in the application layer:

{ total: bytes_total, loaded: bytes_loaded }

To be used e.g. like this:

loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path, updateProgress );

function updateProgress( progress ) {

    var message = "Loaded ";

    if ( progress.total ) {

        message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";

    } else {

        message += ( progress.loaded / 1000 ).toFixed(2) + " KB";

    }

    $( "status" ).innerHTML = message;

}
2010-11-24 22:38:41 +01:00
Mr.doob 6441992a17 Removed unused Walt Disney head. 2010-11-24 07:37:50 +00:00
Mr.doob 5fd5b8ea6c Merge remote branch 'feisty/master' 2010-11-24 07:23:42 +00:00
Mr.doob 137f85f7e9 Updated build. 2010-11-24 07:23:33 +00:00
Mr.doob 158f2e71c9 Merge remote branch 'alteredq/master' 2010-11-24 07:22:14 +00:00
Mr.doob 14eb44a279 ParticleBasicMaterial with a map attached are back on CanvasRenderer.
Added a simple example for that.
2010-11-24 07:22:06 +00:00
pyrotechnick 995d4ce52b Adding material examples to README 2010-11-23 22:36:31 -08:00
alteredq ec13438bb7 Merge remote branch 'remotes/upstream/master' 2010-11-24 06:03:44 +01:00
alteredq aaf569936b More sane object removal from WebGLRenderer.
Not anymore automatic, but also much less wasteful.

Has to be called in tandem with scene object removal:

    scene.removeObject( object );
    webglRenderer.removeObject( scene, object );
2010-11-24 06:01:38 +01:00
Mr.doob cd41fc1e07 Merge remote branch 'alteredq/master' 2010-11-24 04:26:26 +00:00
Mr.doob d734dbeaf5 Optimised GeometryUtils::merge 2010-11-24 04:26:15 +00:00
alteredq 2582c77b46 Synced with mrdoob's branch. 2010-11-24 03:51:46 +01:00
alteredq d3cd0887d2 Added handling of object removal to WebGLRender. Added visibility parameter to Object3D. 2010-11-24 03:43:44 +01:00
alteredq 8f38ddcacd In WebGLRenderer transparent materials are now handled in the same pass as blended materials (resulting in better fake transparency ;)
The order of render passes is now following:

1. opaque materials with normal blending

2. opaque materials with additive blending
3. opaque materials with subtractive blending

4. transparent materials with additive blending
5. transparent materials with subtractive blending
6. transparent materials with normal blending

With growing number of passes it's possible it may be worth to do some pre-sorting, though it would have to be tested.

Current way is fairly cheap as if there are no corresponding materials in the pass, for loops just blast through (potentially many very cheap operations).

Pre-sorting would mean creating arrays on the fly in each frame (one expensive operation with effect on garbage collection, which especially Firefox is currently very bad at).
2010-11-23 23:25:27 +01:00