Mr.doob
a9e185aa70
Updated README includes.
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Pushed revision number to 31.
2010-12-06 10:32:38 +00:00
Mr.doob
fecd2f3a39
python build.py --includes generate a includes.js for easy copy/pasting
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TODO: Would be nice if `buildIncludes()` would reuse `buildCommon()` array.
2010-12-06 06:29:05 +00:00
Mr.doob
00795b3a83
Updated CanvasRenderer and some examples to handle the Texture( image, mapping) approach.
2010-12-04 16:33:16 +00:00
Mr.doob
cee17e1043
Merge remote branch 'orgicus/master'
2010-12-02 17:19:33 +00:00
George Profenza
e90f60ec3b
added slim conversion
2010-12-01 15:46:34 +00:00
Mr.doob
2463d48d26
build.py: full ⟶ common
2010-12-01 07:41:35 +00:00
Mr.doob
b21ced8562
Merge remote branch 'sole/master'
2010-11-30 17:44:19 +00:00
sole
3169b4cb86
buid.py: Show help message when no arguments are specified
2010-11-30 17:39:25 +00:00
Mr.doob
870102c68d
You gotta love MacOS and its .DS_Store files...
2010-11-30 17:34:18 +00:00
Mr.doob
e72b82cda2
Merging with orgicus' branch.
2010-11-30 17:30:45 +00:00
Mr.doob
a6c9984a67
Commented some WIP code in CanvasRenderer so it doesn't throw warnings while compiling.
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Modified build script to avoid the extra full compilation.
2010-11-30 17:18:05 +00:00
Mr.doob
0f2badfdd1
Previous commit: Matrix4.transform ⟶ Matrix4.transformVector3 and Matrix4.tranformVector4
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This commit fixes what that change broke.
Removed chromatic distortion from WebGL reflection/refraction.
2010-11-30 16:15:16 +00:00
George Profenza
38d3d0a364
merged with r29
2010-11-30 14:26:11 +00:00
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
Mr.doob
67250c69d9
Merging with alteredq's branch.
2010-11-30 05:06:46 +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
Mr.doob
bddcebce95
Few changes to README
2010-11-28 07:06:16 +00:00
Mr.doob
34f802e392
Code clean up.
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Removed old Blender exporters.
Slim exporter is now Normal exporter (needs some testing).
2010-11-28 06:52:59 +00:00
Mr.doob
a2acf0b390
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved.
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CanvasRenderer now with ShadingSmooth, or something along the lines...
2010-11-27 11:30:01 +00:00
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
alteredq
f02f057677
Fixed broken material names generation in OBJ converter.
2010-11-22 22:12:54 +01:00
alteredq
0cdd188e17
Added MeshCubeMaterial: WebGLRenderer specific material for more efficient rendering of panoramas when doing cube mapping.
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Also moved loadImageArray utility function from examples into TextureCube.js
To be used like this:
var urls = [ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ];
var images = THREE.loadImageArray( urls );
var textureCube = new THREE.TextureCube( images );
// create scene
var objectMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: textureCube } )
createScene( objectMaterial );
// create panorama
var size = 100000;
var panoMaterial = new THREE.MeshCubeMaterial( { env_map: textureCube } );
var mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, null, true ), panoMaterial );
sceneCube.addObject( mesh );
Warning: this functionality is currently changing a lot, expect things to get broken before stabilization.
2010-11-22 02:10:07 +01:00
alteredq
3ee99dc4c5
Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;)
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TODO:
- maybe image array loader should go into TextureCube.js so that people could just reuse the code
- it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
2010-11-18 02:00:11 +01:00
Mr.doob
c16394d2ec
Updated README.
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Pushed REVISION to 29.
2010-11-17 05:45:35 +00:00
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
5e4476bde8
Now using Closure Compiler (~2kbytes)
2010-11-16 12:53:00 +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
5feee3839f
Trying to merge...
2010-11-15 01:56:10 +00:00
Mr.doob
98dc841aab
Added MeshDepthMaterial.
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Optimised Particles projection in CanvasRenderer.
2010-11-15 01:17:41 +00:00
Mr.doob
22f48a731b
CanvasRenderer handles textures again.
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Most of the examples working.
2010-11-13 07:11:57 +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
unknown
ed6f2ccd79
Testing workflow with branches - this should merge changes from "master" branch to "materials".
2010-11-12 17:06:59 +01:00
alteredq
f9ec9325f9
Tested exporters with new Blender 2.55 Beta. It seems both old and new one work without any changes \o/
2010-11-11 01:54:02 +01:00
alteredq
b31c9bd8a3
Added handling of empty material slots in new Blender exporter.
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Such broken materials will be replaced by dummy materials names like this "undefined_dummy_5".
2010-11-10 23:59:08 +01:00
alteredq
ca7e2fc923
Added model alignment to new Blender exporter.
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Fixed crash bug with non-textured models in new Blender exporter.
Fixed bottom alignment bug in OBJ converters.
2010-11-10 02:16:29 +01:00
alteredq
baced836f3
Merge remote branch 'remotes/upstream/master'
2010-11-09 22:47:16 +01:00
alteredq
c545318b51
Added experimental Blender exporter for the new ascii JSON format.
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Models exported by this version should be loaded like this (the same as for slim OBJ converter):
var loader = new THREE.Loader();
loader.loadAscii( "path/to/model/Model.js", function( geometry ) { createScene( geometry ) }, "path/to/model" );
Compared to OBJ converter, currently only single mesh is exported (many models are composed of several meshes).
TODO
- model alignment
- copy used images to folder where exported file goes
- export all selected meshes / all meshes in the scene?
- binary format
2010-11-09 22:44:22 +01:00
alteredq
b3bacc8af8
Refactored OBJ slim converter (to make it easier to reuse ASCII converter snippets in Blender exporter).
2010-11-09 22:22:39 +01:00
Mr.doob
a7d70a0eff
* Builders clean up
2010-11-09 06:27:44 +00:00
alteredq
a0fa2ae3dd
Optimized binary model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly.
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This saves about 10% from size of textured binary models.
2010-11-08 23:20:25 +01:00
alteredq
ecf97e0d4c
Synced with sole's branch.
2010-11-08 20:10:32 +01:00
alteredq
97425e01ae
Merge remote branch 'remotes/sole/master'
2010-11-08 20:04:26 +01:00
alteredq
1ca0bf23dc
Merge remote branch 'remotes/upstream/master'
2010-11-08 18:17:02 +01:00
alteredq
188f36be5d
Optimized ASCII model format to use indexed UVs. Updated OBJ slim converter and Loader accordingly.
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This saves ~22% from size of textured ASCII models.
TODO: make the same for binary model format.
2010-11-08 18:10:43 +01:00
sole
b489e524ea
Build system: now --debug applies to the current build (can generate debug versions of every type of build: canvas, dom, etc)
2010-11-08 11:43:13 +00:00
sole
cb626b9d95
Merged with alteredq version (support python 2.6) and also made it more explicit as per mrdoobs suggestion
2010-11-07 19:46:53 +00:00
alteredq
b14f09be61
Merged with sole's branch: took new Python build script, made it work with my ancient Python 2.6.
2010-11-06 19:50:37 +01:00
alteredq
7abad40d83
Merge remote branch 'remotes/sole/master'
2010-11-06 19:23:28 +01:00