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Migration
mrdoob edited this page Oct 15, 2012
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129 revisions
##r52 → r53dev
- ...
##r51 → r52
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ShaderExtrashave been split in a different files.CopyShader,FXAAShader,NormalShader, etc - Replaced
SceneUtils.traverseHierarchywithobject.traverse. - Removed
SceneUtils.showHierarchy. Useobject.traverse( function ( child ) { child.visible = false } )instead. - Moved
*Controlstoexamples/js/controls.
##r50 → r51
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CameraHelperAPI changes: helper is not anymore child of camera, instead it uses reference to camera world matrix - texture uniform changes: texture units are now assigned automatically, texture object goes to
valueproperty instead oftextureone{ type: "t", value: 0, texture: map }=>{ type: "t", value: map } -
normalScaleuniform in normal map shader is nowVector2(to be able to invert separatelyxandyto deal with different tangent bases) -
CTMLoader.loadandCTMLoader.loadPartsnow use single parameter object foruseWorkeranduseBuffers:loader.load( url, callback, useWorker, useBuffers )=>loader.load( url, callback, { useWorker: true, useBuffers: true } ) -
CTMLoadernow createsBufferGeometryby default, setuseBuffersparameter tofalseif you needGeometry - type for non-procedural geometries changed in the scene format:
ascii_mesh=>ascii,bin_mesh=>binary,embedded_mesh=>embedded -
UTF8Loader(and compressor) were changed to a newer version, supporting more recent version of UTF8 format (r100+); loader doesn't create anymore geometries but instead it returns hierarchy with potentially multiple meshes created per each material (or by splitting large model)
##r49 → r50
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Vector3's.getRotationFromMatrix( matrix, scale )toVector3's.setEulerFromRotationMatrix( matrix, order ). -
Vector3's.getEulerXYZFromQuaternion( quaternion )and.getEulerYZXFromQuaternion( quaternion )to.setEulerFromQuaternion( quaternion, order ). -
DOMRendererandSVGRendererno longer included in common build. - texture coordinates aren't anymore flipped in the geometries, instead textures have
flipYproperty (true by default); all models need to be re-exported / reconverted (tools have been updated as well).
workaround:uv.v = 1 - uv.v; -
PlaneGeometrychanged back to vertical orientation (facing screen instead of laying on the ground).
workaround:mesh.rotation.x = - Math.PI / 2;orgeometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) ); -
doubleSided/flipSidedproperties moved fromObject3DtoMaterial'ssideproperty (THREE.FrontSide,THREE.BackSideandTHREE.DoubleSide). -
objectMatrixin shaders was renamed tomodelMatrix. - JIT caching removed from
Animation. -
geometry.dynamicis nowtrueby default. -
Three.jsbuild renamed tothree.min.js.
##r48 → r49
- changed
PlaneGeometryfrom vertical to horizontal orientation. - renamed
__dirtyXXXattribute properties toxxxNeedUpdate. - removed
Vertexclass, useVector3instead.
##r47 → r48
- Removed
intersectScenefromRay. UseintersectObjects( array )instead.
##r45 → r46
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loader.load( { model: url, callback: callback } )toloader.load( url, callback ).