Mr.doob
bffdc03cf1
*.material→ *.materials
2010-12-24 21:24:58 +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
Mr.doob
c663b05453
Added a proper Cube.
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Updated some examples.
CanvasRenderer: Skip render when opacity is 0.
2010-11-21 00:36:17 +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
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
Mr.doob
8d198002d1
* Fixed a bug in Ray.intersectObject: face.normal needs to be transformed using matrixRotation otherwise rotated objects fail
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* A bit nicer example
2010-11-04 20:11:37 +00:00
Mr.doob
7464f5ff97
* MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default.
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* Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
* Added MeshFaceMaterial ( it uses the face.material for that pass )
* CanvasRenderer and SVGRenderer per face material logic changed.
* SVGRenderer supports particles again.
* WebGLRenderer currently broken :/
* Code clean up
2010-10-27 08:49:00 +01:00
Mr.doob
647b4a57b8
* Added PointLight
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* `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only)
* `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore
* Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse ))
* Added `computeCentroids` method to `Geometry`
* Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
2010-10-06 03:36:21 +01:00
Mr.doob
e68109fdb2
- Clean up
2010-09-17 02:52:29 +01:00
Mr.doob
680000c289
- Forgot the stats.js > Stats.js change in some examples...
2010-07-25 18:44:47 +01:00
Mr.doob
9c796ce6ae
- Of course, all examples had to point to the renamed file...
2010-07-25 03:51:23 +01:00
Mr.doob
8f543db16d
* Refactored CanvasRenderer (more duplicated code, but easier to handle)
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* `Face4` now supports `MeshBitmapUVMappingMaterial`
* Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`.
* `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial`
* `ColorFillMaterial` > `MeshColorFillMaterial`
* `ColorStrokeMaterial` > `MeshColorStrokeMaterial`
* `FaceColorFillMaterial` > `MeshFaceColorFillMaterial`
* `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial`
* `ColorStrokeMaterial` > `LineColorMaterial`
* `Rectangle.instersects` returned false with rectangles with 0px witdh or height
2010-07-17 00:25:50 +01:00
Mr.doob
7b385cf7a8
- First version of the WebGLRenderer (ColorFillMaterial and FaceColorFillMaterial by now)
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- Matrix4.lookAt fix (CanvasRenderer and SVGRenderer now handle the -Y)
- Color class now using 0-1 floats instead of 0-255 integers
2010-07-07 02:35:27 +01:00
Mr.doob
b0b3d9644a
- Small camera tweaks
2010-06-22 23:20:48 +01:00
Mr.doob
7935bc8ab9
- Changed Camera system. (Thx [Paul Brunt]( http://github.com/supereggbert ))
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- Object3D.overdraw = true to enable CanvasRenderer screen space point expansion hack.
2010-06-22 22:31:48 +01:00
Mr.doob
2a3d1e35cb
* autoClear property for renderers.
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* Removed SVG rgba() workaround for WebKit. (WebKit now supports it);
2010-06-20 19:59:36 +01:00
Mr.doob
4af8f5406b
- Fixed opacity being set to zero when null
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- Added (mandatory) video example
- Restructured examples folder
2010-06-11 03:14:56 +01:00