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Modern animation system #2
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Clear the target data before pushing new vertices and faces
Provide a clone method to the specialized geometries in src/extras/geometry, otherwise: - the `.parameters` are not copied - the `.type` of the clone is "Geometry" or "BufferGeometry" - the cloned object is not an instance of the initial type. It loses its specialization and becomes a plain `Geometry` or `BufferGeometry`. Class deriving from `PolyhedronGeometry` defined `this.parameters` all over the place. Standardize to defining the `.type` and `.parameters` after the `PolyhedronGeometry` constructor is called. Also fix prototype inheritance chain for classes deriving from `PolyhedronGeometry`.
Add more geometries to ObjectLoader.js and pass down missing parameters to constructors for `CircleGeometry` and `CylinderGeometry`.
- Parameterized geometry (e.g. BoxGeometry) should not clone the base properties of Geometry. - CubeTexture: Clone is parameterless.
Covers construction, cloning, json import/export. Use lodash from npm.
- reverts back to the original text, removing any mention about setPixelRatio - adds information about how to render an app at lower resolution using updateStyle - replaces mentions of "game" with "app"
corrects missleading information in "creating a scene" example
… skeleton instead...
make sure uniforms don't get loaded when they are not in the shader
OrbitControls takes care of the DOM, input binding and event handling. OrbitConstraint is responsible for keeping the camera on an orbit, maintaining its orientation towards the target and updating the camera and target position. There is only one insignificant API change. Before, dolly / rotate functions could be called without parameters to engage autoRotate / autoSpeed. OrbitConstraint does not support that. Now, OrbitControls must provide these parameter explicitly to OrbitConstraint. As far as I can tell, those methods were only used internally and should not be part of the control API. OrbitControls extends OrbitConstraint. In my ideal implementation, OrbitConstraint should be a property of the OrbitControls, but using inheritence help preserve the existing interface. OrbitConstraint is not included in the `THREE` namespace. It is defined in a closure and private to this file. It could also the placed in `extras\constraints`, along with other contraints that could be extracted from the current controls, and maybe other type of constraints on the object position/displacement (constrain movement to plane, to path, collision). These constraints should not necessarily be limited to cameras; they could apply to any objects. It's not clear to me how all this will shape up, but this is a nice place to pause and ask for feedback before going forward.
… interoplation required.
bhouston
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Jul 20, 2016
* Update index.html * Revert "Update index.html" This reverts commit 76f4786. * added options for gammaInput and gammaOutput * added storage for gammaInput and gammaOutput * added gammaInOut values to json export * further adds added gammaInOutput options to the app and fixed them not loading on page reload * dang that was wrong
bhouston
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Mar 15, 2017
Update webgl_geometry_shapes.html
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