alteredq
7ee6cc33eb
OBJ converter: add option for scaling and truncating vertex coordinates (flag "-x scale").
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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.
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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)
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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.
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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.
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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
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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)
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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
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).
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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
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
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
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
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
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
65e3f92d55
Merged latest master branch into physics branch.
2011-04-05 12:04:24 +02:00
alteredq
0209928118
Fixed reaction and trigger collisions examples.
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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.
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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