1268 Commits
Author SHA1 Message Date
Mr.doob 25dddd2024 Uops... r39 2011-04-10 16:43:26 +01:00
Mr.doob eb411d1bef Blender exporter now has options to export (or not) vertices and faces too.
Also renamed some vars for consistency reasons, hope I didn't break anything...
2011-04-10 13:00:49 +01:00
Mr.doob 3bc9f48c2f src/animation ⟶ src/extras/animation
Improved lod and grass examples.
2011-04-10 09:36:28 +01:00
Mr.doob dab341560d Merge remote branch 'alteredq/master' 2011-04-10 08:58:51 +01:00
Mr.doob dad4b7efa6 Missed important fix on r39 log. 2011-04-10 08:58:15 +01:00
alteredq a318d87522 Added forgotten THREE namespace to SceneUtils.traverseHierarchy 2011-04-09 20:11:10 +02:00
Mr.doob aa3b1e0666 Updated README example. 2011-04-09 12:57:42 +01:00
Mr.doob 6a857400bc REVISION ++ 2011-04-09 12:53:17 +01:00
Mr.doob 76e7ea3461 Added namespace to all the objects that missed it (geometries, uniforms, etc)
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...)
Formatting clean up here and there
2011-04-09 12:38:39 +01:00
Mr.doob 8bef209b52 Improved WebGLRenderer reflection/refraction/fresnel examples. Now that the renderer is faster we can aswell move 'em ;) 2011-04-09 09:15:38 +01:00
Mr.doob e4a7eade88 Minor clean up on Sprites example. 2011-04-09 08:42:57 +01:00
Mr.doob d1ae3fb45b Updated builds. All seems to be good again. 2011-04-09 08:37:28 +01:00
Mr.doob ed1c30fff2 Merge remote branch 'alteredq/master' into experimental 2011-04-09 08:23:07 +01:00
Mr.doob e8847848ad Merging with alteredq's branch. 2011-04-09 08:22:59 +01:00
Mr.doob c74f046b76 src/physics ⟶ src/extras/physics 2011-04-09 08:18:45 +01:00
alteredq 4405d6d9b8 Small optimization for examples using FBOs.
In most cases RGB format is enough (RGBA is needed for example for lens flares to work ok with postprocessing).
2011-04-08 23:54:55 +02:00
alteredq a017ad9a3a Small optimization of color uniforms setting.
It should be safe just to set material color object references, no more updating of color string in every frame for every material color.
2011-04-08 23:14:38 +02:00
alteredq 80696063ce Brought back broken particles.
Problem were attributes which were enabled for sprites and lens flares, but then not used.

I just delayed enabling till they are not rendered for the first time. There is probably some cleaner way how to do this.
2011-04-08 21:24:57 +02:00
Mr.doob 3492312d0c Merge remote branch 'alteredq/master' into experimental 2011-04-08 20:15:26 +01:00
Mr.doob 9c68545b81 Merge remote branch 'empaempa/master' into experimental 2011-04-08 20:15:18 +01:00
alteredq 5fcc6190f2 Added remembering of Blender exporter settings between sessions. Also fixed Blender exporter crashing on scenes without world.
Settings are remembered in JSON file "threejs_settings_export.js" stored in Blender's temp folder. It should survive restart of Blender.
2011-04-08 19:18:25 +02:00
Mikael Emtinger d8e5678ece Optimized initalization of ShadowVolumes by using supplied edge information (if available) 2011-04-08 13:34:05 +02:00
Mr.doob b2d39cf832 WebGLRenderer now logs some GL information (I think it may be handy).
Stencil and Sprite examples now using RequestAnimationFrame.
2011-04-08 10:16:10 +01:00
Mikael Emtinger 36bc61e5e9 Fixed several small sprite bugs and updated example. 2011-04-08 10:37:31 +02:00
Mr.doob e32ec43883 Merge remote branch 'alteredq/master' into experimental 2011-04-08 07:05:22 +01:00
Mr.doob d34fe4e9b9 Removed some broken featured projects. 2011-04-08 07:05:06 +01:00
alteredq 58bbd02e9e Added handling of mesh colliders to scene loader. Changed Blender scene exporter to make mesh colliders invisible. 2011-04-08 06:13:12 +02:00
alteredq f7d97caf1d Merged with empaempa's branch. 2011-04-07 21:29:21 +02:00
alteredq de2dcdf5c0 Changed WebGLRenderTarget / FBO default color format to RGBA.
This makes lens flares work with postprocessing.

Had to change lines color example to use clearAlpha = 1 to get back bloom.
2011-04-07 21:12:48 +02:00
Mikael Emtinger 3379648153 ...forgot file. 2011-04-07 18:12:29 +02:00
Mikael Emtinger d87224face Put back the pink square method to allow for partial screen border occlusion in opengl 2011-04-07 18:12:12 +02:00
Mikael Emtinger 50b6745ad6 Added sorting to sprites and updated example.
Removed pink square method from lens flares in opengl (no partial screen occlusion)
2011-04-07 18:03:22 +02:00
Mikael Emtinger 08127af611 Fixed blending bug with sprites. Added example. 2011-04-07 17:10:54 +02:00
Mikael Emtinger 615f872023 Added sprite support. See Sprite.js for details. No support for custom shader at this point. 2011-04-07 15:52:57 +02:00
alteredq da0b612ce8 Synced with mrdoob's branch. 2011-04-07 04:01:36 +02:00
alteredq 5fa19e8460 Fixed delays when loading multiple models.
Problem was having too many concurrent workers opened at once. Garbage collection apparently works very slowly on workers. Solution was to close them manually, after model data is sent to main thread.

Also some progress with Blender scene exporter. Some scenes now export correctly, though monkey test scene got worse, even with less hacky code.
2011-04-07 02:59:49 +02:00
Mr.doob 94790f057e extras/geometries
- Fixed TorusKnot face orientation.
- Added UVs to Cylinder (Cylindrical Mapping) 
- Fixed Lathe UVs

There is something wrong with texture mapping, u needs to be inverted all the time. Something to researching on.
2011-04-06 20:10:25 +01:00
alteredq 9226142a00 Merge branch 'master' of https://github.com/empaempa/three.js 2011-04-06 16:16:14 +02:00
Mikael Emtinger 5ef9e04535 removed finish 2011-04-06 16:15:15 +02:00
alteredq 51bcda74d4 Merge remote branch 'remotes/empaempa/master' 2011-04-06 16:13:38 +02:00
Mikael Emtinger 2c8b6b35fe Fixed bug in lens flare 2011-04-06 16:11:06 +02:00
alteredq e0768d0605 Merged with empaempa's branch. 2011-04-06 15:26:19 +02:00
Mikael Emtinger f70aaed1d8 Merge branch 'master' of git://github.com/mrdoob/three.js 2011-04-06 12:18:11 +02:00
Mikael Emtinger c3ab2eb1e9 Rewrote lens flares to not use readPixels. There are different solutions based on availablity of vertex textures. If available, occlusion calculation is more exact and handles partial occlusion on screen edges. If not available, occlusion calculation is less exact (because it's made on each fragment so it has to be fast) and partial occlusion by screen edge is not possible (same reason).
It's not possible for the lens flare to update on visibility any more, only its screen position. Potentially, we could add offset+factor for opacity/scale/rotation that is dependent on visibility in shader. Or just custom shaders.

Anyway, it's way faster than readPixels :)
2011-04-06 12:17:42 +02:00
alteredq f221b853b7 Refactoring and optimizations in collision system and examples.
Mainly trying to avoid creation of new object per frame and also some variable names clarifications and whitespace cleanups.

Not finished yet.
2011-04-06 00:07:13 +02:00
alteredq 1fd801719f Added option to have flat shading for renderBufferImmediate. 2011-04-05 20:30:58 +02:00
alteredq 5c943cab3e Fixed broken MarchingCubes.
MarchingCubes.generateGeometry got forgotten when refactoring vertex normals.
2011-04-05 16:47:24 +02:00
alteredq 4470e0f619 Merged physics branch into master.
Also some whitespace and titles cleanup.
2011-04-05 16:10:23 +02:00
alteredq 07294ccfaf Merge remote branch 'remotes/drojdjou/master' into physics 2011-04-05 12:06:13 +02:00
alteredq 65e3f92d55 Merged latest master branch into physics branch. 2011-04-05 12:04:24 +02:00