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Commits on Sep 28, 2011
  1. Added "lower level" immediate rendering functionality. The existing m…

    authored
    …echanism requires modification of the WebGLRenderer for different objects. The new implementation leaves the current MarchingCubes immediate renderer intact but checks for existence of a immediateRenderCallback member function of the object. If found, that object is added to the scene.__webglObjectsImmediate array. The program, webgl context, and frustum are currently passed into the callback, putting al rendering responsibility at the implementing object. This may break the Three.js abstraction somewhat, but allows "power users" to do some funky webgl stuff while still relying on the Three.js framework for the rest of the scene...
Commits on Sep 26, 2011
  1. @alteredq
  2. @alteredq

    Optimized attributes updates.

    alteredq authored
    Finally 60 fps on 5,000 monkeys ;)
    
    All examples should work.
  3. @mrdoob

    Updated builds.

    mrdoob authored
  4. @mrdoob
  5. @alteredq

    Optimized uniforms updates.

    alteredq authored
    Should not refresh anything if material doesn't change for several objects in a row (in a single frame).
    
    Hope this didn't break something, I remember this being tricky. Went through examples and they seem to work ok, gained some fps in performance test.
    
    Also disabled sorting in depth-of-field example for some more fps gain.
    
    Still didn't figure out the original reason for recent fps drop in performance / dof examples :/
  6. @skython
  7. @alteredq

    Optimized iteration over uniforms in WebGLRenderer.

    alteredq authored
    Similarly like for geometry groups, iterating over object properties turned out to be bottleneck for some use cases: gained 5-10 fps in depth-of-field example (which btw for some reason got slower recently).
Commits on Sep 25, 2011
  1. @alteredq
  2. @alteredq
  3. @alteredq

    Added ability to disable render passes to EffectComposer. Added simpl…

    alteredq authored
    …e blend shader to ShaderExtras.
  4. @mrdoob
  5. @mrdoob
  6. Math.PI instead of 3.14

    Bc. Jan Kaláb authored
Commits on Sep 24, 2011
  1. @mrdoob

    Updated builds.

    mrdoob authored
  2. @mrdoob
  3. @alteredq

    Skipping invisible sprites.

    alteredq authored
  4. @alteredq
  5. @alteredq

    Rewritten lighting shaders.

    alteredq authored
    Hopefully this fixes several problems:
    
    - ambient component not modulated by scene ambient light
    - specular component not getting light colors
    - unnecessary opacity use in lighting calculations
    - unnecessary vertex shader light computation for Phong
    - unnecessary use of one varying in Phong
  6. Revert "Optimising THREE.ExtrudeGeometry::addShape"

    Nicholas Kinsey authored
    This reverts commit 285b51a.
  7. Optimising array operations in webgl_lines_*.html

    Nicholas Kinsey authored
  8. Optimising THREE.Path::splineThru

    Nicholas Kinsey authored
  9. Optimising THREE.Shape.Utils.removeHoles

    Nicholas Kinsey authored
  10. Optimising THREE.TextPath::toShapes

    Nicholas Kinsey authored
  11. Optimising THREE.CollisionSystem::merge

    Nicholas Kinsey authored
  12. Optimising THREE.ExtrudeGeometry::addShape

    Nicholas Kinsey authored
  13. @alteredq
  14. @alteredq
Commits on Sep 23, 2011
  1. @mrdoob

    Refactored WebGLShaders a bit.

    mrdoob authored
  2. @mrdoob
  3. @mrdoob
Commits on Sep 21, 2011
  1. @mrdoob
  2. @mrdoob

    Updated builds.

    mrdoob authored
  3. @mrdoob
  4. @mrdoob
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