Changed OBJ -> Three.js converter to use new materials system (eventual old models need to be reconverted).
Limitations:
- one use case is now much slower
- when a mesh has each face with different color (e.g. polyfield in examples/test.html)
- before this used FaceColorFill material and in WebGLRenderer it was rendered fast with color attribute array
- now when FaceColorFill material is gone, each face gets own VBO :(
- material sorting uses Materials "toString" methods for hashing, so it's very important to keep these in a good shape
In Chrome it looks more or less ok, but it has some problem in Firefox 4 (with some camera angles there are black areas around edges).
Also updated Python builder scripts and examples to include this new material.
* Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
* Added MeshFaceMaterial ( it uses the face.material for that pass )
* CanvasRenderer and SVGRenderer per face material logic changed.
* SVGRenderer supports particles again.
* WebGLRenderer currently broken :/
* Code clean up
Changed WebGLRenderer to use 3x3 normal matrix.
Limitations of WebGL lights:
- currently handles only single one of each ambient/directional/point light
- light intensity modifier not yet taken into account
- only diffuse term (this applies also in CanvasRenderer)