Commit Graph
443 Commits
Author SHA1 Message Date
George Profenza caf2c2000f merging with r29 2010-11-30 13:45:00 +00:00
George Profenza 774b5e843d merged with original 2010-11-30 11:54:43 +00:00
George Profenza 0528c143fc blender 2.49 exporter 2010-11-29 15:05:55 +00:00
George Profenza 61d7fe9575 c4d export 2010-11-29 14:40:00 +00:00
George Profenza 1553f48f72 c4d export 2010-11-29 14:36:50 +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
alteredq 4adb1eea37 Added option to OBJ converter allowing to invert material transparency (some models interpret 0 as opaque and 1 as transparent). 2010-11-23 22:37:03 +01:00
Mr.doob 4d815f1721 New build including linecap/linejoin fix. 2010-11-22 22:35:56 +00:00
Mr.doob e2512fe2de Merge remote branch 'alteredq/master' 2010-11-22 22:35:21 +00:00
Mr.doob 87b37e124a Added wireframe_linecap and wireframe_linejoin to main materials.
Fixed SVGRenderer.
2010-11-22 22:35:14 +00:00
alteredq 84e5b6d929 Fixed broken UVs creation for quads in Loader. 2010-11-22 22:58:38 +01:00
alteredq 3c7f0b9823 Synced with mrdoob's branch. 2010-11-22 22:29:53 +01:00
Mr.doob 15e51b893f Merge remote branch 'alteredq/master' 2010-11-22 21:15:27 +00:00
Mr.doob 29aa335303 Minor reformating, code fixes and new build. 2010-11-22 21:13:57 +00:00
alteredq f02f057677 Fixed broken material names generation in OBJ converter. 2010-11-22 22:12:54 +01:00
Mr.doob 315eff0df5 Merge remote branch 'timknip/master' 2010-11-22 21:03:39 +00:00
timk f391247b77 Basic implementation of SVGRenderer::renderLine 2010-11-22 20:36:40 +01:00
alteredq e546ae3c48 Refactored panorama creation helpers into SceneUtils.js
This cleaned up cube mapping examples quite a bit ;)
2010-11-22 17:33:41 +01:00
alteredq 558e7c5db8 Added texture wrapping parameter to Texture.js. Fixed OBJ converter example to have tiled texture.
Wrapping options follow WebGL specs: ClampToEdge [default], Repeat, MirroredRepeat.
2010-11-22 16:43:55 +01:00