Patch 1 #2400

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jpryne commented Sep 10, 2012

New to github & to writing API documentation, but well enough versed in Javascript & 3D theory. I'd like to offer my assistance in completing the documentation. Enclosed is a 1st draft of a write-up for the CubeGeometry page. Please advise of any required reading or protocol.

Best regards,
Jack Pryne

Contributor

alteredq commented on d0cf6dd Aug 16, 2012

You know BufferGeometry supports vertex colors? If you want, I can modify this example to use them.

Owner

mrdoob replied Aug 16, 2012

That would be neat. Could be good to have the example using all the features buffergeometry has.

Contributor

alteredq replied Aug 17, 2012

Ok, done:

alteredq/three.js@154f37f

I think there may be something odd about normals. Though at least if they are computed like in this commit, the look is the same like when using regular Geometry constructed from the same vertex positions. This is not the case when using computeVertexNormals.

Owner

mrdoob commented on 16c1921 Aug 17, 2012

Much more sexy indeed :)

mrdoob and others added some commits Aug 17, 2012

Fixed bug in CanvasRenderer where it would try to render a smooth sha…
…ded face even if mesh had no vertex normals.
Trying to fix doom 3 demo.
Now it doesn't throw exception but still doesn't work ok, there are freaky artefacts.
Contributor

alteredq commented on 75c32ca Aug 18, 2012

Ah, thanks ;) I'm not yet used to these new file names and on Windows which is not case sensitive old one still works.

Owner

mrdoob replied Aug 18, 2012

Ah... Windows Windows :)

Contributor

alteredq commented on 2affcfa Aug 18, 2012

Seeing how many of these are, maybe it would be useful to have some GridHelper object?

Owner

mrdoob replied Aug 18, 2012

Maybe. First I should sort out all the other Helpers though (Camera, Light, Ray, etc)

Contributor

alteredq replied Aug 18, 2012

Yup, yup. I think these will come more naturally with GUI thingie improvements.

alteredq and others added some commits Aug 18, 2012

Changed CameraHelper API.
Instead of adding the helper as a child of the camera, the helper now steals the matrixWorld of the camera.
This allows for having the helper in another scene of where the camera is (GUI).
Fixed standard materials shaders to use properly transformed position…
…s and normals with skinning and morphing.

Also while at it I did some shader snippets cleanup and optimizations here and there.

There were quite drastic changes, impacting almost everything. It should work, I went through all WebGL examples, but you never know, there are myriads of possible material combinations. Please let me know if you find something broken.
Contributor

alteredq commented on d846a0a Aug 19, 2012

Is camera example supposed to be working? It's very confusing now ;/

Owner

mrdoob replied Aug 19, 2012

It works here... ?

Contributor

alteredq replied Aug 19, 2012

Ok, seems this went away after rebuilding the lib. I didn't notice libs weren't in the commit. The other example though still has larger frustum.

Owner

mrdoob commented on 6de11c6 Sep 4, 2012

That's awesome! :D

Contributor

alteredq replied Sep 5, 2012

Little by little, SceneLoader needs some love after so much abandonment ;).

Good you started to poke into this. One day we'll get these damn Blender hierarchies working, now that you made it work in the scene format.

alteredq and others added some commits Sep 4, 2012

Trying to make less weird specular term for hemisphere light.
This is all just guessing. Other people have only diffuse term for hemisphere lights, but there should be also some specular term, in real world shiny things are shiny no matter which light.
Editor: Adding camera to scene/outline.
Will be handy for modifying the near/far later.
Made normal map shader consistent with Phong shader.
Transplanted hemisphere specular from Phong. Also had to go back to using varying for view position as computing it in the fragment shader wasn't really working :S
Fixed UVs bug in GeometryUtils.triangulateQuads when handling faces w…
…hich were already triangles.

Thanks to @jeromeetienne for finding this. Fixes #2381
Added handling of CTM meshes to SceneLoader.
Not really sure what would be the best way to deal with such external loader types dependencies.
Refactored SceneLoader to use plugins for async geometry loaders.
Still unsolved: how to pass custom parameters to such loaders.

See discussion: alteredq@5c43e94
Contributor

jonobr1 commented on build/three.js in 114d358 Sep 8, 2012

Shouldn't this be cloned..? var contour = vertices.slice(0);

Owner

mrdoob commented Sep 10, 2012

When creating the pull request you have to select the dev branch.

Contributor

jpryne commented Sep 10, 2012

Sorry, doob, (Ricardo, is it?) I'm new to Github in general, but I'm
reasonably up to speed with javascript & 3D theory. I'd like to get
involved in fleshing out the documentation as much as possible. Next time
I'll use the dev branch.

Jack

On Mon, Sep 10, 2012 at 2:57 AM, Mr.doob notifications@github.com wrote:

When creating the pull request you need to select the dev branch.


Reply to this email directly or view it on GitHubhttps://github.com/mrdoob/three.js/pull/2400#issuecomment-8418896.

Owner

mrdoob commented Sep 10, 2012

Can you try doing the pull request again using the dev branch as target?

Owner

mrdoob commented Sep 11, 2012

Never mind. Managed to merge it into the dev branch.
Did some corrections too: 69f798c
Thanks!

@mrdoob mrdoob closed this Sep 11, 2012

Contributor

jpryne commented Sep 12, 2012

Sorry, I'm feverishly trying to get my demo ready for THREE.js-fest
tomorrow night, but I promise to get a beter handle on Git & do more work
on documentation afterwards.

Best,

Jack Pryne

On Mon, Sep 10, 2012 at 5:55 PM, Mr.doob notifications@github.com wrote:

Never mind. Managed to merge it into the dev branch.
Did some corrections too: 69f798chttps://github.com/mrdoob/three.js/commit/69f798ce5df83bce614ff18e7a1f7be1793e8461
Thanks!


Reply to this email directly or view it on GitHubhttps://github.com/mrdoob/three.js/pull/2400#issuecomment-8443679.

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