Commit Graph
327 Commits
Author SHA1 Message Date
Mr.doob fbfa375d2c src/io/Loader.js ⟶ src/extras/io/Loader.js
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.
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.
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
SubstractiveBlending ⟶ SubtractiveBlending
2010-11-15 16:56:14 +00:00
Mr.doob 4d209ac433 Implemented material blendings (THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending) in CanvasRenderer
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 :)
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.
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.
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.
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.
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.
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.
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 :)
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/primitivessrc/extras/primitives 2010-11-12 04:03:27 +00:00
Mr.doob a35b35fde9 * examples/geometry/primitivessrc/extras/primitives
* 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.
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