611 Commits
Author SHA1 Message Date
alteredq 7ee6cc33eb OBJ converter: add option for scaling and truncating vertex coordinates (flag "-x scale").
To be used like this:

python convert_obj_three.py -i lucy100k.obj -o Lucy100k_slim.js -a center -s flat -x 100

It should work also for morph vertices.
2011-04-21 14:36:53 +02:00
alteredq 614925336d Added support for empty objects and meshes without geometries to Blender scene exporter and SceneLoader. 2011-04-21 13:28:04 +02:00
Mr.doob c1ce040781 Updated Projector's Particle handling (it wasn't using hierarchy). 2011-04-21 10:42:30 +02:00
alteredq d7ec2be764 Added embedded ascii JSON meshes to SceneLoader. 2011-04-19 20:47:35 +02:00
Mr.doob b18b6f9fbe Added Trident to Geometry example. Found out that handling scene.objects from API wise is a bit confusing (childs are there too). 2011-04-18 16:29:00 +02:00
alteredq bd56143eb4 Updated a bit message and links in Detector. 2011-04-16 18:36:03 +02:00
alteredq 526bd322ba Fixed typo in example. 2011-04-16 01:29:42 +02:00
alteredq aac5b6117b Refactored SceneLoader.
Just a single callback is now passed  to loader.load( "scene.js", callbackFinal ) - callback which is called when everything from the scene was already loaded.

If you want to use also callbacks for initialization of procedural synchronously created elements, you can set property of loader:

loader.callbackSync = function( result ) { ... }

If you want to get callback for load progress, set:

loader.callbackProgress = function( progress, result ) { ... }

Also added per scene creation of collision systems (it used to be singleton).
2011-04-16 00:40:07 +02:00
Mr.doob 6b536f0c52 Merge remote branch 'alteredq/master' into experimental 2011-04-14 22:12:23 +01:00
Mr.doob e2b8dbf285 Merging with drojdjou's branch. 2011-04-14 22:12:11 +01:00
alteredq 86aa767a6a Added vertical look constraint parameter to RollCamera. 2011-04-14 16:21:50 +02:00
alteredq cb3f2fff7d Fleshed out RollCamera: refactored code out of example, add more keyboard controls, API and made it framerate independent. 2011-04-14 00:31:40 +02:00
Mr.doob 847276d4a0 Improved Detector.js a bit more. 2011-04-13 17:28:57 +01:00
Mr.doob b05ec5d52d Improved Detector.js 2011-04-13 16:56:07 +01:00
Mikael Emtinger b56600a54e Added .castShadow to DirectionalLight and check this in the renderStencilShadow function in WebGLRenderer. castShadow is set to false by default. Updated examples. 2011-04-13 12:14:52 +02:00
Mikael Emtinger 9e4706567a Merge branch 'master' of https://github.com/alteredq/three.js 2011-04-12 14:50:08 +02:00
Mikael Emtinger b0e904eb29 Merge branch 'master' of git://github.com/mrdoob/three.js 2011-04-12 14:49:59 +02:00
Mikael Emtinger 147961f4b5 Added Roll Camera and example 2011-04-12 14:49:45 +02:00
alteredq 35344be4ec Changed QuakeCamera to have framerate independent movement and look speed. 2011-04-12 14:33:45 +02:00
Mr.doob ae327f8ba1 Fixed link in terrain example. (thx joshuali) 2011-04-12 08:24:00 +01:00
Mr.doob 45a7df8f95 Fixed lookAt example. 2011-04-11 16:38:01 +01:00
Mr.doob 9acde65027 Updated lookAt example so it's more obvious. 2011-04-11 16:19:50 +01:00
Mr.doob e5e4ff79ee Fixed Vector3::setRotationFromMatrix 2011-04-11 16:15:46 +01:00
Mr.doob 7361be39df WebGLRenderer: Sprites can now be removed from the Scene (thx jetienne)
Some white space clean up.
2011-04-11 09:53:32 +01:00
Mr.doob d30220390a More tweaks to grass example. Less texture resolution, same result. 2011-04-11 07:25:52 +01:00
alteredq 7713f5cb9c Added autoForward option to FlyCamera.
Also changed autoForward in QuakeCamera not to interfere with backwards direction.

Tweaked a bit minecraft AO demo, using extra power for more cubes.
2011-04-11 01:35:21 +02:00
alteredq bdbf1f78c5 Synced with mrdoob's branch. 2011-04-10 23:47:43 +02:00
alteredq 22bd108ab1 Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo.
Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts.

Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off.

Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing).

Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
2011-04-10 23:13:05 +02:00
Mr.doob 3bc9f48c2f src/animation ⟶ src/extras/animation
Improved lod and grass examples.
2011-04-10 09:36:28 +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 e8847848ad Merging with alteredq's branch. 2011-04-09 08:22:59 +01:00
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
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 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
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 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 4470e0f619 Merged physics branch into master.
Also some whitespace and titles cleanup.
2011-04-05 16:10:23 +02:00
alteredq 65e3f92d55 Merged latest master branch into physics branch. 2011-04-05 12:04:24 +02:00
alteredq 0209928118 Fixed reaction and trigger collisions examples.
Terrain still needs to reexport Blender model in new JSON format.
2011-04-05 11:40:44 +02:00
alteredq 693a36f509 Moved scene loader from SceneUtils into SceneLoader. 2011-04-05 08:59:45 +02:00
alteredq 55a3d8290d Changed hardcoded uv scale to uniform in lava shader example. 2011-04-05 08:39:08 +02:00
alteredq f7e3a80d70 Added edges computation to OBJ converter.
If you want to get edges, run converter like with "-e" flag:

python convert_obj_three.py -i model.obj -o model.js -e

Output seems to match Blender exporter.
2011-04-05 03:37:13 +02:00