That was painful; hopefully since now it should be easier to have it in every WebGL example.
It's enough to add one line (ideally as the first thing that gets executed):
if ( ! THREE.Supports.webgl ) THREE.Supports.addGetWebGLMessage();
This will add message box with default styling centered near top of the window. Optional parameters "parent" and "id" can be specified for further customization and integration with the document, also message DOM element is returned for easier access.
var messageElement = THREE.Supports.addGetWebGLMessage( { parent: container, id: "my_message" } );
By default, message is added to document.body and has id "oldie" (can be styled with CSS).
Created "THREE.Supports" object, which should centralize this stuff. So far it detects <canvas>, WebGL and WebWorkers; later it could detect for example GPU capabilities.
Not sure about name or location, but it's pretty tiring go through all examples when something changes, so it should be somewhere in the library.
Code duplication is bad: even html snippets with error message should be centralized somewhere, so that when new browsers arrive we wouldn't have to keep changing them in many places.
loader.loadAscii and loader.loadBinary now take just one parameter with following properties:
- model (required)
- callback (required)
- texture_path (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
- bin_path (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
Example use:
loader.loadBinary( { model: "model.js", bin_path: "path/bin", texture_path: "path/img",
callback: function( geometry ) { createScene( geometry ) } } );
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader.
Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
Diffuse map and ambient occlusion maps are now optional in normal map shader.
By default, both are disabled, so they need to be enabled explicitly like this:
uniforms[ "enableAO" ].value = true;
uniforms[ "enableDiffuse" ].value = true;