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.
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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
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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)
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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
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- 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).
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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.
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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.
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MarchingCubes.generateGeometry got forgotten when refactoring vertex normals.
2011-04-05 16:47:24 +02:00
alteredq
4470e0f619
Merged physics branch into master.
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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