* Added support to texture.offset in CanvasRenderer
* Removed ShadowVolume, ShadowVolumeDynamicMaterial and LensFlare classes.
* Removed Stencil Shadows and LensFlare code out of WebGLRenderer
* Added 2.59 folder to Blender, and removed old ones.
Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code).
Use UTF8 format with caution, it is very neat but has quite a few limitations:
- number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less)
- models must have normals and texture coordinates
- texture coordinates must be only from <0,1>
- no materials support yet
- models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
* Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
- moved 3d-only text parameters from TextPath into TextGeometry
- added safeguard for bevelSize and bevelThickness not affecting shape size if bevel is disabled
- updated text examples as now TextGeometry is not anymore centered
Note: shadow maps as currently implemented are very fussy, they need tons of tweaking to look halfway decent. Also current implementation doesn't do proper depth normalization. For some reason this gives better results than the "right way".
This is a more proper way how to generate visual lines / vertices (all elements use single geometry).
Also extended shapes example to show how to use this with Line and ParticleSystem.
All three classes are now in separate files.
Updated build script.
Fixed runaway globals.
Optimized loops ("in" should be used just for iterating over object properties, for arrays it's slow and also traversal order is not guaranteed).
Cleaned whitespace.
Bit more polished example.
Fixed inverted side faces for fish shape.
Plus some more Loader changes:
- fixed diffuse color and opacity being skipped when diffuse texture is present in JSON
- more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON)
- added handling of wrap / offset / repeat parameters for all textures
Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values.
Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).