788 Commits
Author SHA1 Message Date
Mr.doob 51368ca6d6 REVISION ++ 2011-09-04 00:47:01 +02:00
Mr.doob 94b7418f60 Added objec3d.frustumCulled support to Projector (CanvasRenderer/SVGRenderer).
`renderers/Projector.js` > `core/Projector.js`

`extras/geometries/Curve.js` > `extras/core/Curve.js`
`extras/geometries/CurvePath.js` > `extras/core/CurvePath.js`
`extras/geometries/Path.j`s > `extras/core/Path.js`
`extras/geometries/Shape.js` > `extras/core/Shape.js`
`extras/geometries/TextPath.js` > `extras/core/TextPath.js`
2011-09-03 21:58:18 +02:00
alteredq ca05c86fc5 Removed surprising bottleneck in WebGLRenderer.
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was.

Gained about 10 fps in performance test, and that was for for loop iterating over single property.

Also fixed broken examples with postprocessing.
2011-09-03 00:11:29 +02:00
alteredq 75952217a2 Added frustumCulled flag to Object3D. 2011-09-02 22:37:38 +02:00
alteredq 22e842347c Fixed class hierarchy for BinaryLoader and UTF8Loader.
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
2011-09-02 20:12:04 +02:00
alteredq cbdf46c93f Fixed DataTexture class hierarchy. 2011-09-02 17:17:50 +02:00
alteredq 2603ccf424 Applied specular highlights fix from @evanw also to Phong shader. 2011-09-02 14:22:58 +02:00
Mr.doob d93c91e0d1 Updated builds. 2011-09-02 04:51:00 +02:00
alteredq 5a87757b1b Merge remote-tracking branch 'remotes/mrdoob/dev' into dev 2011-09-01 17:56:43 +02:00
alteredq 59bfd81150 Added MaskPass to postprocessing and clearTarget to WebGLRenderer.
Masking was real pain to get working with multiple render targets :/.

Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
2011-09-01 17:41:56 +02:00
Mr.doob d8e75851f1 Uops, creating __webglMorphTargetsBuffers there is not what we want. 2011-09-01 17:27:20 +02:00
Mr.doob 1be08e8afe WebGLRenderer: Added deallocateObject and deallocateTexture methods. 2011-09-01 17:18:02 +02:00
alteredq 20fae814e7 Refactored postprocessing to use double buffering.
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
2011-09-01 00:19:31 +02:00
alteredq 1cbcc5beab Optimized postprocessing example.
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing).

Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
2011-08-31 15:55:58 +02:00
alteredq 797530e4f7 Moved 2d filter shaders from ShaderUtils to ShaderExtras. 2011-08-31 13:16:49 +02:00
alteredq 10e12a8305 Added generic ShaderPass. Removed SepiaPass, ScreenPass, VignettePass. Added bleachbypass shader. Simplified multi-composer pipeline in postprocessing example. 2011-08-31 01:06:26 +02:00
alteredq 3a5d02cc39 Added vignette shader / effect. Updated postprocessing example. 2011-08-30 18:59:00 +02:00
alteredq 093bbb1cb9 Added dot screen shader / effect. Extended postprocessing demo. Fixed viewport bug for render targets. 2011-08-30 16:48:47 +02:00
alteredq 32f0f884bd Added sepia shader / effect. 2011-08-30 12:38:32 +02:00
alteredq 173a2c56c1 Rebuilt libs. 2011-08-29 23:40:57 +02:00
Mr.doob f2fb6c3982 For clarity reasons I'll start setting the REVISION to *NEXT*dev for the dev branch. And updating to *NEXT* when merged to master. 2011-08-29 16:35:06 +02:00
Mr.doob a59647d63d Ray.js: We don't want dot == 0 either. 2011-08-29 15:51:16 +02:00
Mr.doob 7fd7c2dff5 Merging with @alteredq's dev. 2011-08-29 14:33:34 +02:00
Mr.doob 7c7d4428f2 Moved src/materials/Mappings.js inside src/materials/Texture.js
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
2011-08-29 05:18:25 +02:00
Mr.doob 45fa8fff48 Ray.js: Now ignores objects behind origin and also faces behind origin (using the centroid). 2011-08-29 03:55:45 +02:00
Mr.doob 6e5d049045 Ray.js: Probably better without any extra checks. 2011-08-29 02:02:59 +02:00
Mr.doob a07bc88ae0 Ray.js: The bounding sphere check wasn't considering flipSided/doubleSided when the origin was inside the sphere. 2011-08-29 01:45:24 +02:00
Mr.doob ee80c958a1 TorusGeometry: Proper vertex and face normal calculation.
Some clean up on Vector* constructors.
Added UV::clone.
2011-08-26 23:33:13 +02:00
alteredq dcee8501f6 Merged with rectalogic's texture update fix. 2011-08-26 19:47:28 +02:00
alteredq 4336d757ac Added WebGLRenderTargetCube.
Work-in-progress.
2011-08-26 19:40:56 +02:00
alteredq c68701c860 Added vertex normals to CylinderGeometry.
I think cones are still not completely ok, but at least cylinders can be now smooth.
2011-08-25 04:31:05 +02:00
alteredq ee8647ec32 Rebuilt libs. 2011-08-24 23:09:41 +02:00
alteredq 692b392750 Refactored Matrix4 compose / decompose to reduce memory consumption (untested).
Still not very fond of decompose returning new array. We will see when it'll be actually used - as API allows for passing in existing translation, rotation, scale, maybe this return array could be eliminated.
2011-08-22 20:11:42 +02:00
alteredq 39ed3bed93 Added "v3v" uniform type for array of THREE.Vector3.
Also added some comments to uniforms setter, it's starting to get a bit messy.
2011-08-22 18:48:54 +02:00
alteredq e59aefce8e Merge remote-tracking branch 'remotes/mrdoob/dev' into dev 2011-08-22 15:56:36 +02:00
alteredq fb6d579d35 Merged zz85's experimental branch. 2011-08-22 15:47:28 +02:00
Mr.doob f4d6cb1f16 Cleaned up collada example. 2011-08-22 15:20:04 +02:00
Mr.doob f0ef2532b8 Merging with @timknip2's mater. 2011-08-22 14:39:31 +02:00
zz85 13b486b4cd Update builds 2011-08-21 14:28:26 +08:00
zz85 92cb10ea7f Extrude Geometry UV mapping WIP1 2011-08-21 07:00:54 +08:00
alteredq 087b6090b0 Trying to hack around shared texture trouble in mixed renderer examples.
This kinda works in Chrome, though not in Firefox.

I give up on canvas renderer in these two examples in FF, it's anyways extremely slow with nontrivial textured models.
2011-08-16 00:02:00 +02:00
Mr.doob 714e9ec302 REVISION++
* 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.
2011-08-14 02:54:23 +02:00
Mr.doob d65aec1874 Moved object.dynamic to geometry.dynamic. 2011-08-13 23:22:30 +02:00
Mr.doob 5bbb1327e9 Fixed CanvasRenderer clearColor with opacity. Now follows WebGL behaviour. (thx @sebleedelisle) 2011-08-13 23:12:24 +02:00
alteredq 42b8b3faa9 Commented out debug dump in UTF8Loader, also capitalized UV.jpg in UTF8Loader example. 2011-08-13 02:13:06 +02:00
alteredq d5a54e0a4e Added UTF8 format loader and example.
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() )
2011-08-13 02:00:25 +02:00
alteredq e95ca433b2 Merged latest zz85's shapes / curves / extruded geometry updates.
The only notable change I did was to rename ExtrudeGeometry's parameter "path" to "extrudePath" (as now there is also "bendPath").
2011-08-13 01:05:01 +02:00
alteredq 822b52e07b Rebuild libs. 2011-08-12 23:48:15 +02:00
zz85 0824c15a51 Curves refactored - addition of curve path, tangent finding, along with other bend changes and enhancements i may not remember 2011-08-12 13:35:09 +08:00
Mr.doob 0b910d7c31 * Simplified THREE.Color.
* 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).
2011-08-11 03:57:23 +02:00