Mr.doob
fbfa375d2c
src/io/Loader.js ⟶ src/extras/io/Loader.js
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Removed Loader.js from compiled lib
Fixed examples
2010-11-16 14:04:54 +00:00
Mr.doob
b449fdf5a8
Added a variation of the interactive example (using Tween.js)
2010-11-16 13:35:47 +00:00
Mr.doob
5e4476bde8
Now using Closure Compiler (~2kbytes)
2010-11-16 12:53:00 +00:00
Mr.doob
dc6e335dc9
Color: Nicer way to check whether the hex has the alpha component or not. Removed unused methods.
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CanvasRenderer/SVGRenderer: More code clean up and optimisations.
2010-11-16 12:27:25 +00:00
Mr.doob
fe82bdbda9
Came up with a crazy approach to get Vertex Colors. Gouraud yet on step closer.
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Changed the DepthMaterial to use this approach instead.
2010-11-16 11:02:45 +00:00
Mr.doob
c6d69d8286
Refactored the CanvasRenderer a bit.
2010-11-16 05:54:37 +00:00
alteredq
9081529d84
Made all examples working again.
2010-11-16 03:06:46 +01:00
alteredq
007ee285fa
Added MeshNormalMaterial support to WebGLRenderer.
2010-11-16 02:50:46 +01:00
Mr.doob
7b58b806d3
Fixed NormalToComponent function (it was over saturated).
2010-11-15 17:04:10 +00:00
Mr.doob
bf3dede88a
Implemented MeshNormalMaterial in SVGRenderer
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SubstractiveBlending ⟶ SubtractiveBlending
2010-11-15 16:56:14 +00:00
Mr.doob
4d209ac433
Implemented material blendings (THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending) in CanvasRenderer
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Added MeshNormalMaterial (per face)
2010-11-15 16:52:22 +00:00
Mr.doob
696bd4715f
Added another depth material test.
2010-11-15 09:12:37 +00:00
Mr.doob
7d8fd5f874
CanvasRenderer now renders MeshDepthMaterial properly (per vertex). Gouraud is one step closer :)
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Cleaned up CanvasRenderer and SVGRenderer code a bit.
2010-11-15 08:50:31 +00:00
Mr.doob
05b496d822
Merge remote branch 'alteredq/materials' into materials
2010-11-15 04:16:51 +00:00
Mr.doob
d2b6d7df0c
Updating README's example
2010-11-15 04:16:43 +00:00
alteredq
0163e4f2f5
Added (commented out) MeshDepthMaterial support to WebGLRenderer.
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It's commented out, as it breaks shader validation in current Chrome :(.
There seems to be some bug in Chrome / ANGLE making it barf when using "gl_FragCoord" in fragment shader.
Curiously, while it breaks both 9.0.576.0 dev channel and latest continuous build 9.0.583.0, it does work fine in canary build with the same version as dev channel (9.0.576.0).
Go figure. Also in Firefox 4 beta 7 it works fine.
It seems there were some recent changes in handling of "gl_FragCoord" on Windows which probably broke something when fixing other bug:
http://code.google.com/p/chromium/issues/detail?id=59762
http://code.google.com/p/angleproject/issues/detail?id=71
TODO: make isolated test case and submit bug report (if this doesn't go away in next Chrome update).
2010-11-15 04:49:28 +01:00
Mr.doob
7264105fe9
Merge remote branch 'alteredq/materials' into materials
2010-11-15 02:06:27 +00:00
Mr.doob
591c4c5bef
Merging alteredq branch.
2010-11-15 02:06:18 +00:00
Mr.doob
6f58fb8e11
Compiled again just in case.
2010-11-15 02:02:45 +00:00
Mr.doob
5daf1e0192
Merge remote branch 'alteredq/materials' into materials
2010-11-15 02:01:20 +00:00
Mr.doob
10449405dd
I know I can do it...
2010-11-15 02:00:29 +00:00
alteredq
b6e42d54d9
Added missing MeshDepthMaterial.js
2010-11-15 02:59:04 +01:00
Mr.doob
fa48600918
Trying to merge...
2010-11-15 01:58:08 +00:00
Mr.doob
5feee3839f
Trying to merge...
2010-11-15 01:56:10 +00:00
alteredq
b09308c238
Synced with mrdoob's materials branch.
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Have to commit broken build (missing MeshDepthMaterial.js) as git doesn't want to proceed with new merge till the old one is not committed :(
2010-11-15 02:54:42 +01:00
Mr.doob
11bde7e2d3
Just realised that the tweak is not needed.
2010-11-15 01:54:00 +00:00
Mr.doob
aebe898625
Forgot to commit MeshDepthMaterial
2010-11-15 01:48:36 +00:00
alteredq
bfb8242928
WebGLRenderer also working.
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Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use texture also in Basic and Phong materials).
Also started to retire old model format: removed old OBJ converter and meshes that it generated.
TODO:
- take into account shading and blending parameters
- transplant cube map support from experimental material
2010-11-15 02:29:03 +01:00
Mr.doob
98dc841aab
Added MeshDepthMaterial.
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Optimised Particles projection in CanvasRenderer.
2010-11-15 01:17:41 +00:00
Mr.doob
64df690cc0
SVGRenderer also working.
2010-11-13 08:20:35 +00:00
Mr.doob
22f48a731b
CanvasRenderer handles textures again.
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Most of the examples working.
2010-11-13 07:11:57 +00:00
Mr.doob
adb275a093
Material constants and THREE.Texture
2010-11-13 05:55:09 +00:00
Mr.doob
237f165555
ParticleCircleMaterial working again with CanvasRenderer
2010-11-13 03:42:13 +00:00
Mr.doob
ce3d641ff2
Changed materials format a bit.
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Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D)
`Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
2010-11-13 02:39:27 +00:00
alteredq
25d8237283
Fixed broken syntax for new material triplet.
2010-11-12 20:30:36 +01:00
alteredq
7ce3b0f7d2
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
2010-11-12 18:10:28 +01:00
unknown
ed6f2ccd79
Testing workflow with branches - this should merge changes from "master" branch to "materials".
2010-11-12 17:06:59 +01:00
unknown
9d79aba4d8
Merge branch 'master' into materials
2010-11-12 17:05:22 +01:00
alteredq
c31cb220e3
Renamed examples: shader_test -> materials_shaders, materials_test -> materials_multimaterials
2010-11-12 15:57:07 +01:00
alteredq
477b1e8440
First attempt at MeshBasicMaterial / MeshLambertMaterial / MeshPhongMaterial. Also: testing branching :)
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This is not supposed to work yet, all is in the flux, do not base any code on this.
2010-11-12 15:40:47 +01:00
Mr.doob
f424dc849a
LineBasicMaterial params.color ⟶ params.diffuse_color
2010-11-12 05:04:33 +00:00
Mr.doob
08ef7e0e6c
Properly renaming LineColorMaterial ⟶ LineBasicMaterial
2010-11-12 04:42:07 +00:00
Mr.doob
facf7ff039
* Starting the materials refactoring (testing branching too)
2010-11-12 04:37:36 +00:00
Mr.doob
b978e9e592
* Minor tweaks on Rectangle.js
r28
2010-11-12 04:19:21 +00:00
Mr.doob
0340404cfc
* examples/geometry/primitives ⟶ src/extras/primitives
2010-11-12 04:03:27 +00:00
Mr.doob
a35b35fde9
* examples/geometry/primitives ⟶ src/extras/primitives
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* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
2010-11-12 04:02:30 +00:00
alteredq
94e77e4cb4
Added caching of element offsets optimization to binary loader.
2010-11-12 01:09:48 +01:00
alteredq
1e36ddee47
Applied mrdoob's optimizations from ascii loader also to binary loader.
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TODO: still could save some more multiplication by precomputing offsets for individual components of the elements.
2010-11-11 21:49:29 +01:00
Mr.doob
453c6efc0d
At Loader.js, as far as I can see we don't need all that stride stuff. Removed/Simplified from createModel() by now. That saves *a lot* of multiplications at init of the geometry.
2010-11-11 13:01:40 +00:00
Mr.doob
55baeb7ee4
Merge remote branch 'alteredq/master'
2010-11-11 05:28:15 +00:00