Commit Graph
20 Commits
Author SHA1 Message Date
Mr.doob 6b151b552e Merging with @alteredq's experimental branches. 2011-10-23 12:34:46 +02:00
alteredq 064138d826 Updated more examples. Got AnaglyphWebGLRenderer and CrosseyedWebGLRenderer working.
CrosseyedRenderer is a hack, camera must have target :S.
2011-10-05 03:25:02 +02:00
Mr.doob bbb65a768c Updated HTML of the rest of the examples. 2011-09-20 19:27:01 -07:00
Mr.doob 19d8261174 More examples clean up. 2011-09-20 18:31:13 -07:00
Mr.doob a940f05427 Updated examples with the new .add/.remove methods. 2011-09-05 23:16:56 +02:00
Mr.doob d65aec1874 Moved object.dynamic to geometry.dynamic. 2011-08-13 23:22:30 +02:00
Mr.doob 176d0f2884 Merging with @alteredq's branch. 2011-07-03 12:56:50 +02:00
Chris Killpack 2c502ae5db Switched examples over to FPCamera. 2011-06-29 10:51:14 -07:00
Mr.doob bfdb10a85a Updated all examples so they use the renamed geometry classes. 2011-06-13 18:33:53 +02:00
alteredq f104182458 Added handling of texture repeat and offset to WebGLRenderer. 2011-05-31 00:51:14 +02:00
Mr.doob 967696257d WebGLRenderer: Testing gl.finish() and gl.texImage2D instead of gl.texSubImage2D. 2011-05-18 02:12:28 +01:00
alteredq 35344be4ec Changed QuakeCamera to have framerate independent movement and look speed. 2011-04-12 14:33:45 +02:00
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00
alteredq 3b6b3dc578 Made more examples working. 2011-03-21 07:10:12 +01:00
alteredq cf2e8c1bbf Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
Went through all examples, all should work.

JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
2011-02-28 14:52:04 +01:00
alteredq 3dc37702ce Refactored minecraft / terrain / ocean examples to use QuakeCamera.
Terrains finally have proper controls ;)
2011-02-26 00:41:33 +01:00
Mr.doob fef3c084b1 Changed build setup:
build/Three.js - Includes all renderers + extras
	build/custom/ThreeCanvas.js - Canvas renderer only
	build/custom/ThreeDOM.js - DOM renderer only
	build/custom/ThreeSVG.js - SVG renderer only
	build/custom/ThreeWebGL.js - WebGL renderer only
	build/custom/ThreeExtras.js - Extras only

Moved `THREE.Detector.js` to `examples/js/Detector.js`.

Updated examples to reflect these changes.
2011-02-23 12:35:31 +00:00
Mr.doob 9297fb975e All examples now use RequestAnimationFrame.js (pheww!) 2011-02-22 04:45:38 +00:00
alteredq 1e34df61f0 Changed few more examples to use requestAnimationFrame.
Interestingly, sometimes it seems to go nuts when there are more renderers active at the same time. With uqbiquity, it works ok when using "container" div as element parameter, with large geometry example this doesn't work (calls to loop happen rarely).
2011-02-20 21:13:38 +01:00
Mr.doob 4912f59cc6 Compiled new build.
Renamed examples.
2011-02-20 04:11:47 +00:00