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Other
mrdoob
three.js
43cd006f03b87fe479110e1f0bbc1edb24623538.json
Eliminate redundant object creation Instead of creating a new GC'ed object for each object we traverse, pre-create the _box similarly to other globals. This is slightly awkward since this needs to be done after we define the ctor.
src/math/Box3.js
@@ -41,6 +41,8 @@ function Box3( min, max ) { } +var _box = new Box3(); + Object.assign( Box3.prototype, { isBox3: true, @@ -257,13 +259,11 @@ Object.assign( Box3.prototype, { } - var box = new Box3(); - - box.copy( geometry.boundingBox ); - box.applyMatrix4( object.matrixWorld ); + _box.copy( geometry.boundingBox ); + _box.applyMatrix4( object.matrixWorld ); - this.expandByPoint( box.min ); - this.expandByPoint( box.max ); + this.expandByPoint( _box.min ); + this.expandByPoint( _box.max ); }
false
Other
mrdoob
three.js
d2bb59bdae63702be9d88418c649ce0312dec916.json
fix decode artefacts
src/renderers/shaders/ShaderChunk/packing.glsl.js
@@ -39,6 +39,7 @@ vec4 encodeHalfRGBA ( vec2 v ) { } vec2 decodeHalfRGBA( vec4 v ) { + v = floor( v * 255.0 + 0.5 ) / 255.0; return vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) ); }
false
Other
mrdoob
three.js
e8bf2d8eb7444d13d648b8a63f6dafe03b71a7cb.json
Implement support for KHR_mesh_quantization This change implements support for KHR_mesh_quantization by simply recognizing the extension as supported. It seems that the extension works otherwise after various quantization fixes submitted previously (with the most recent fix including correct morph target handling for deltas that are quantized with a different data type vs baseline attribute).
examples/js/loaders/GLTFLoader.js
@@ -188,6 +188,10 @@ THREE.GLTFLoader = ( function () { extensions[ extensionName ] = new GLTFTextureTransformExtension(); break; + case EXTENSIONS.KHR_MESH_QUANTIZATION: + extensions[ extensionName ] = new GLTFMeshQuantizationExtension(); + break; + default: if ( extensionsRequired.indexOf( extensionName ) >= 0 ) { @@ -263,6 +267,7 @@ THREE.GLTFLoader = ( function () { KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness', KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', + KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', MSFT_TEXTURE_DDS: 'MSFT_texture_dds' }; @@ -981,6 +986,17 @@ THREE.GLTFLoader = ( function () { } + /** + * Mesh Quantization Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization + */ + function GLTFMeshQuantizationExtension() { + + this.name = EXTENSIONS.KHR_MESH_QUANTIZATION; + + } + /*********************************/ /********** INTERPOLATION ********/ /*********************************/
true
Other
mrdoob
three.js
e8bf2d8eb7444d13d648b8a63f6dafe03b71a7cb.json
Implement support for KHR_mesh_quantization This change implements support for KHR_mesh_quantization by simply recognizing the extension as supported. It seems that the extension works otherwise after various quantization fixes submitted previously (with the most recent fix including correct morph target handling for deltas that are quantized with a different data type vs baseline attribute).
examples/jsm/loaders/GLTFLoader.js
@@ -252,6 +252,10 @@ var GLTFLoader = ( function () { extensions[ extensionName ] = new GLTFTextureTransformExtension(); break; + case EXTENSIONS.KHR_MESH_QUANTIZATION: + extensions[ extensionName ] = new GLTFMeshQuantizationExtension(); + break; + default: if ( extensionsRequired.indexOf( extensionName ) >= 0 ) { @@ -327,6 +331,7 @@ var GLTFLoader = ( function () { KHR_MATERIALS_PBR_SPECULAR_GLOSSINESS: 'KHR_materials_pbrSpecularGlossiness', KHR_MATERIALS_UNLIT: 'KHR_materials_unlit', KHR_TEXTURE_TRANSFORM: 'KHR_texture_transform', + KHR_MESH_QUANTIZATION: 'KHR_mesh_quantization', MSFT_TEXTURE_DDS: 'MSFT_texture_dds' }; @@ -1045,6 +1050,17 @@ var GLTFLoader = ( function () { } + /** + * Mesh Quantization Extension + * + * Specification: https://github.com/KhronosGroup/glTF/tree/master/extensions/2.0/Khronos/KHR_mesh_quantization + */ + function GLTFMeshQuantizationExtension() { + + this.name = EXTENSIONS.KHR_MESH_QUANTIZATION; + + } + /*********************************/ /********** INTERPOLATION ********/ /*********************************/
true
Other
mrdoob
three.js
e046703f222d960307088052dde2d55904af431a.json
Update example info ℹ
examples/webvr_6dof_panorama.html
@@ -13,7 +13,7 @@ <div id="info"> <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - 360 6DOF panorama<br /> - Written by <a href="https://orfleisher.com" target="_blank" rel="noopener">@juniorxsound</a>. Panorama from <a href="http://www.meryproject.com/" target="_blank" rel="noopener">reference panoramas</a>. + Written by <a href="https://orfleisher.com" target="_blank" rel="noopener">@juniorxsound</a>. Panorama from <a href="https://krpano.com/examples/?depthmap" target="_blank" rel="noopener">krpano</a>. </div> <script type="x-shader/x-vertex" id="vertexshader">
false
Other
mrdoob
three.js
3c78098a701094fff84fd70aa2f86a883ec17304.json
Add example to files.js example index 📝
examples/files.js
@@ -334,7 +334,8 @@ var files = { "webvr_sculpt", "webvr_video", "webvr_vive_paint", - "webvr_vive_sculpt" + "webvr_vive_sculpt", + "webvr_6dof_panorama" ], "physics": [ "webgl_physics_cloth",
false
Other
mrdoob
three.js
a4a208f5d1903fa898571da631fcc5f2b50836aa.json
Fix lint errors
src/renderers/WebGLRenderer.js
@@ -268,7 +268,7 @@ function WebGLRenderer( parameters ) { utils = new WebGLUtils( _gl, extensions, capabilities ); - state = new WebGLState( _gl, extensions, capabilities, utils ); + state = new WebGLState( _gl, extensions, capabilities ); state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() ); state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );
true
Other
mrdoob
three.js
a4a208f5d1903fa898571da631fcc5f2b50836aa.json
Fix lint errors
src/renderers/webgl/WebGLBindingStates.js
@@ -392,7 +392,7 @@ function WebGLBindingStates( gl, extensions, attributes, capabilities ) { enableAttributeAndDivisor( programAttribute + 2, 1 ); enableAttributeAndDivisor( programAttribute + 3, 1 ); - gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + gl.bindBuffer( gl.ARRAY_BUFFER, buffer ); gl.vertexAttribPointer( programAttribute + 0, 4, type, false, 64, 0 ); gl.vertexAttribPointer( programAttribute + 1, 4, type, false, 64, 16 );
true
Other
mrdoob
three.js
a4a208f5d1903fa898571da631fcc5f2b50836aa.json
Fix lint errors
src/renderers/webgl/WebGLState.js
@@ -5,7 +5,7 @@ import { NotEqualDepth, GreaterDepth, GreaterEqualDepth, EqualDepth, LessEqualDepth, LessDepth, AlwaysDepth, NeverDepth, CullFaceFront, CullFaceBack, CullFaceNone, DoubleSide, BackSide, CustomBlending, MultiplyBlending, SubtractiveBlending, AdditiveBlending, NoBlending, NormalBlending, AddEquation, SubtractEquation, ReverseSubtractEquation, MinEquation, MaxEquation, ZeroFactor, OneFactor, SrcColorFactor, SrcAlphaFactor, SrcAlphaSaturateFactor, DstColorFactor, DstAlphaFactor, OneMinusSrcColorFactor, OneMinusSrcAlphaFactor, OneMinusDstColorFactor, OneMinusDstAlphaFactor } from '../../constants.js'; import { Vector4 } from '../../math/Vector4.js'; -function WebGLState( gl, extensions, capabilities, utils ) { +function WebGLState( gl, extensions, capabilities ) { var isWebGL2 = capabilities.isWebGL2;
true
Other
mrdoob
three.js
78398149bf84a21d381b4c14677c17bb6806c7a2.json
fix spelling and remove typeof #2
docs/api/en/renderers/WebGLRenderer.html
@@ -473,12 +473,12 @@ <h3>[method:null setScissorTest]( [param:Boolean boolean] )</h3> <h3>[method:null setOpaqueSort]( [param:Function method] )</h3> <p> - Sets the costum opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function. + Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function. </p> <h3>[method:null setTransparentSort]( [param:Function method] )</h3> <p> - Sets the costum transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function. In some cases the transparent materials sort may get rendered in the wrong order. This issue may cause materials to rendere behind other materials instead of the front of them and vice versa. + Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function. In some cases the transparent materials sort may get rendered in the wrong order. This issue may cause materials to rendere behind other materials instead of the front of them and vice versa. </p> <h3>[method:null setSize]( [param:Integer width], [param:Integer height], [param:Boolean updateStyle] )</h3>
true
Other
mrdoob
three.js
78398149bf84a21d381b4c14677c17bb6806c7a2.json
fix spelling and remove typeof #2
src/renderers/WebGLRenderer.d.ts
@@ -259,12 +259,12 @@ export class WebGLRenderer implements Renderer { setScissorTest( enable: boolean ): void; /** - * Sets the costum opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function. + * Sets the custom opaque sort function for the WebGLRenderLists. Pass null to use the default painterSortStable function. */ setOpaqueSort( method: Function ): void; /** - * Sets the costum transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function. + * Sets the custom transparent sort function for the WebGLRenderLists. Pass null to use the default reversePainterSortStable function. */ setTransparentSort( method: Function ): void;
true
Other
mrdoob
three.js
78398149bf84a21d381b4c14677c17bb6806c7a2.json
fix spelling and remove typeof #2
src/renderers/WebGLRenderer.js
@@ -162,6 +162,8 @@ function WebGLRenderer( parameters ) { _height = _canvas.height, _pixelRatio = 1, + _opaqueSort = null, + _transparentSort = null, _viewport = new Vector4( 0, 0, _width, _height ), _scissor = new Vector4( 0, 0, _width, _height ), @@ -253,8 +255,6 @@ function WebGLRenderer( parameters ) { var background, morphtargets, bufferRenderer, indexedBufferRenderer; - var opaqueSort, transparentSort; - var utils; function initGLContext() { @@ -509,13 +509,13 @@ function WebGLRenderer( parameters ) { this.setOpaqueSort = function ( method ) { - opaqueSort = typeof method === 'function' ? method : null; + _opaqueSort = method; }; this.setTransparentSort = function ( method ) { - transparentSort = typeof method === 'function' ? method : null; + _transparentSort = method; }; @@ -1168,7 +1168,7 @@ function WebGLRenderer( parameters ) { if ( _this.sortObjects === true ) { - currentRenderList.sort( opaqueSort, transparentSort ); + currentRenderList.sort( _opaqueSort, _transparentSort ); }
true
Other
mrdoob
three.js
78398149bf84a21d381b4c14677c17bb6806c7a2.json
fix spelling and remove typeof #2
src/renderers/webgl/WebGLRenderLists.js
@@ -130,10 +130,10 @@ function WebGLRenderList() { } - function sort( costumOpaqueSort, costumTransparentSort ) { + function sort( customOpaqueSort, customTransparentSort ) { - if ( opaque.length > 1 ) opaque.sort( costumOpaqueSort || painterSortStable ); - if ( transparent.length > 1 ) transparent.sort( costumTransparentSort || reversePainterSortStable ); + if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable ); + if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable ); }
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/Color.d.ts
@@ -152,8 +152,35 @@ export class Color { lerp( color: Color, alpha: number ): this; lerpHSL( color: Color, alpha: number ): this; equals( color: Color ): boolean; - fromArray( rgb: number[], offset?: number ): this; + + /** + * Sets this color's red, green and blue value from the provided array. + * @param array the source array. + * @param offset (optional) offset into the array. Default is 0. + */ + fromArray( array: number[], offset?: number ): this; + + /** + * Sets this color's red, green and blue value from the provided array-like. + * @param array the source array-like. + * @param offset (optional) offset into the array-like. Default is 0. + */ + fromArray( array: ArrayLike<number>, offset?: number ): this; + + /** + * Returns an array [red, green, blue], or copies red, green and blue into the provided array. + * @param array (optional) array to store the color to. If this is not provided, a new array will be created. + * @param offset (optional) optional offset into the array. + * @return The created or provided array. + */ toArray( array?: number[], offset?: number ): number[]; + + /** + * Copies red, green and blue into the provided array-like. + * @param array array-like to store the color to. + * @param offset (optional) optional offset into the array-like. + * @return The provided array-like. + */ toArray( xyz: ArrayLike<number>, offset?: number ): ArrayLike<number>; }
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/Matrix3.d.ts
@@ -111,10 +111,36 @@ export class Matrix3 implements Matrix { equals( matrix: Matrix3 ): boolean; + /** + * Sets the values of this matrix from the provided array. + * @param array the source array. + * @param offset (optional) offset into the array. Default is 0. + */ fromArray( array: number[], offset?: number ): Matrix3; + /** + * Sets the values of this matrix from the provided array-like. + * @param array the source array-like. + * @param offset (optional) offset into the array-like. Default is 0. + */ + fromArray( array: ArrayLike<number>, offset?: number ): Matrix3; + + /** + * Returns an array with the values of this matrix, or copies them into the provided array. + * @param array (optional) array to store the matrix to. If this is not provided, a new array will be created. + * @param offset (optional) optional offset into the array. + * @return The created or provided array. + */ toArray( array?: number[], offset?: number ): number[]; + /** + * Copies he values of this matrix into the provided array-like. + * @param array array-like to store the matrix to. + * @param offset (optional) optional offset into the array-like. + * @return The provided array-like. + */ + toArray( array?: ArrayLike<number>, offset?: number ): ArrayLike<number>; + /** * Multiplies this matrix by m. */
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/Matrix4.d.ts
@@ -226,10 +226,37 @@ export class Matrix4 implements Matrix { far: number ): Matrix4; equals( matrix: Matrix4 ): boolean; + + /** + * Sets the values of this matrix from the provided array. + * @param array the source array. + * @param offset (optional) offset into the array. Default is 0. + */ fromArray( array: number[], offset?: number ): Matrix4; + /** + * Sets the values of this matrix from the provided array-like. + * @param array the source array-like. + * @param offset (optional) offset into the array-like. Default is 0. + */ + fromArray( array: ArrayLike<number>, offset?: number ): Matrix4; + + /** + * Returns an array with the values of this matrix, or copies them into the provided array. + * @param array (optional) array to store the matrix to. If this is not provided, a new array will be created. + * @param offset (optional) optional offset into the array. + * @return The created or provided array. + */ toArray( array?: number[], offset?: number ): number[]; + /** + * Copies he values of this matrix into the provided array-like. + * @param array array-like to store the matrix to. + * @param offset (optional) optional offset into the array-like. + * @return The provided array-like. + */ + toArray( array?: ArrayLike<number>, offset?: number ): ArrayLike<number>; + /** * @deprecated Use {@link Matrix4#copyPosition .copyPosition()} instead. */
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/Quaternion.d.ts
@@ -94,11 +94,36 @@ export class Quaternion { slerp( qb: Quaternion, t: number ): Quaternion; equals( v: Quaternion ): boolean; - fromArray( n: number[] ): Quaternion; - toArray(): number[]; - fromArray( xyzw: number[], offset?: number ): Quaternion; - toArray( xyzw?: number[], offset?: number ): number[]; + /** + * Sets this quaternion's x, y, z and w value from the provided array. + * @param array the source array. + * @param offset (optional) offset into the array. Default is 0. + */ + fromArray( array: number[], offset?: number ): this; + + /** + * Sets this quaternion's x, y, z and w value from the provided array-like. + * @param array the source array-like. + * @param offset (optional) offset into the array-like. Default is 0. + */ + fromArray( array: ArrayLike<number>, offset?: number ): this; + + /** + * Returns an array [x, y, z, w], or copies x, y, z and w into the provided array. + * @param array (optional) array to store the quaternion to. If this is not provided, a new array will be created. + * @param offset (optional) optional offset into the array. + * @return The created or provided array. + */ + toArray( array?: number[], offset?: number ): number[]; + + /** + * Copies x, y, z and w into the provided array-like. + * @param array array-like to store the quaternion to. + * @param offset (optional) optional offset into the array. + * @return The provided array-like. + */ + toArray( array: ArrayLike<number>, offset?: number ): ArrayLike<number>; _onChange( callback: Function ): Quaternion; _onChangeCallback: Function;
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/SphericalHarmonics3.d.ts
@@ -15,8 +15,36 @@ export class SphericalHarmonics3 { equals( sh: SphericalHarmonics3 ): boolean; copy( sh: SphericalHarmonics3 ): SphericalHarmonics3; clone(): SphericalHarmonics3; - fromArray( array: number[] ): SphericalHarmonics3; - toArray(): number[]; + + /** + * Sets the values of this spherical harmonics from the provided array. + * @param array the source array. + * @param offset (optional) offset into the array. Default is 0. + */ + fromArray( array: number[], offset?: number ): this; + + /** + * Sets the values of this spherical harmonics from the provided array-like. + * @param array the source array-like. + * @param offset (optional) offset into the array-like. Default is 0. + */ + fromArray( array: ArrayLike<number>, offset?: number ): this; + + /** + * Returns an array with the values of this spherical harmonics, or copies them into the provided array. + * @param array (optional) array to store the spherical harmonics to. If this is not provided, a new array will be created. + * @param offset (optional) optional offset into the array. + * @return The created or provided array. + */ + toArray( array?: number[], offset?: number ): number[]; + + /** + * Returns an array with the values of this spherical harmonics, or copies them into the provided array-like. + * @param array array-like to store the spherical harmonics to. + * @param offset (optional) optional offset into the array-like. + * @return The provided array-like. + */ + toArray( array: ArrayLike<number>, offset?: number ): ArrayLike<number>; getAt( normal: Vector3, target: Vector3 ) : Vector3; getIrradianceAt( normal: Vector3, target: Vector3 ) : Vector3;
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/SphericalHarmonics3.js
@@ -177,28 +177,32 @@ Object.assign( SphericalHarmonics3.prototype, { }, - fromArray: function ( array ) { + fromArray: function ( array, offset ) { + + if ( offset === undefined ) offset = 0; var coefficients = this.coefficients; for ( var i = 0; i < 9; i ++ ) { - coefficients[ i ].fromArray( array, i * 3 ); + coefficients[ i ].fromArray( array, offset + ( i * 3 ) ); } return this; }, - toArray: function () { + toArray: function ( array, offset ) { + + if ( array === undefined ) array = []; + if ( offset === undefined ) offset = 0; - var array = []; var coefficients = this.coefficients; for ( var i = 0; i < 9; i ++ ) { - coefficients[ i ].toArray( array, i * 3 ); + coefficients[ i ].toArray( array, offset + ( i * 3 ) ); }
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/Vector3.d.ts
@@ -256,7 +256,7 @@ export class Vector3 implements Vector { fromArray( array: number[], offset?: number ): this; /** - * Sets this vector's x, y and z value from the provided array-lik. + * Sets this vector's x, y and z value from the provided array-like. * @param array the source array-like. * @param offset (optional) offset into the array-like. Default is 0. */ @@ -273,7 +273,7 @@ export class Vector3 implements Vector { /** * Copies x, y and z into the provided array-like. * @param array array-like to store the vector to. - * @param offset (optional) optional offset into the array. + * @param offset (optional) optional offset into the array-like. * @return The provided array-like. */ toArray( array: ArrayLike<number>, offset?: number ): ArrayLike<number>;
true
Other
mrdoob
three.js
5c42600aa4e3dd780071733c2764d87944825b79.json
add more fromArray and toArray function types
src/math/Vector4.d.ts
@@ -199,7 +199,7 @@ export class Vector4 implements Vector { /** * Copies x, y, z and w into the provided array-like. * @param array array-like to store the vector to. - * @param offset (optional) optional offset into the array. + * @param offset (optional) optional offset into the array-like. * @return The provided array-like. */ toArray( array: ArrayLike<number>, offset?: number ): ArrayLike<number>;
true
Other
mrdoob
three.js
9078d8f56b80a0cc980a85ba950f91ee30f08251.json
Add functions to enable/disable all layers This reduces the need to access Layers.mask directly when code needs to enable/disable all layers on an object.
docs/api/en/core/Layers.html
@@ -80,6 +80,16 @@ <h3>[method:null toggle]( [param:Integer layer] )</h3> Toggle membership of *layer*. </p> + <h3>[method:null enableAll]()</h3> + <p> + Add membership to all layers. + </p> + + <h3>[method:null disableAll]()</h3> + <p> + Remove membership from all layers. + </p> + <h2>Source</h2> [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
true
Other
mrdoob
three.js
9078d8f56b80a0cc980a85ba950f91ee30f08251.json
Add functions to enable/disable all layers This reduces the need to access Layers.mask directly when code needs to enable/disable all layers on an object.
src/core/Layers.d.ts
@@ -10,4 +10,7 @@ export class Layers { disable( channel: number ): void; test( layers: Layers ): boolean; + enableAll (): void; + disableAll (): void; + }
true
Other
mrdoob
three.js
9078d8f56b80a0cc980a85ba950f91ee30f08251.json
Add functions to enable/disable all layers This reduces the need to access Layers.mask directly when code needs to enable/disable all layers on an object.
src/core/Layers.js
@@ -38,6 +38,18 @@ Object.assign( Layers.prototype, { return ( this.mask & layers.mask ) !== 0; + }, + + enableAll: function () { + + this.mask = 0xffffffff | 0; + + }, + + disableAll: function () { + + this.mask = 0; + } } );
true
Other
mrdoob
three.js
709fe8964b13fe3b357142547493c1b9927c92d3.json
remove multiview attribute from renderer
src/renderers/WebGLRenderer.js
@@ -319,8 +319,6 @@ function WebGLRenderer( parameters ) { var multiview = new WebGLMultiview( _this, _gl ); - this.multiview = multiview; - // shadow map var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
true
Other
mrdoob
three.js
709fe8964b13fe3b357142547493c1b9927c92d3.json
remove multiview attribute from renderer
src/renderers/webgl/WebGLMultiview.js
@@ -26,18 +26,6 @@ function WebGLMultiview( renderer, gl ) { } - function getNumViews() { - - if ( renderTarget && renderer.getRenderTarget() === renderTarget ) { - - return renderTarget.numViews; - - } - - return 0; - - } - function getCameraArray( camera ) { if ( camera.isArrayCamera ) return camera.cameras; @@ -218,7 +206,6 @@ function WebGLMultiview( renderer, gl ) { this.attachRenderTarget = attachRenderTarget; this.detachRenderTarget = detachRenderTarget; - this.getNumViews = getNumViews; this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform; this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform; this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
true
Other
mrdoob
three.js
709fe8964b13fe3b357142547493c1b9927c92d3.json
remove multiview attribute from renderer
src/renderers/webgl/WebGLProgram.js
@@ -5,6 +5,7 @@ import { WebGLUniforms } from './WebGLUniforms.js'; import { WebGLShader } from './WebGLShader.js'; import { ShaderChunk } from '../shaders/ShaderChunk.js'; +import { WebGLMultiviewRenderTarget } from '../WebGLMultiviewRenderTarget.js'; import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, ACESFilmicToneMapping, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding } from '../../constants.js'; var programIdCount = 0; @@ -329,7 +330,8 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, var prefixVertex, prefixFragment; - var numMultiviewViews = renderer.multiview.getNumViews(); + var renderTarget = renderer.getRenderTarget(); + var numMultiviewViews = renderTarget instanceof WebGLMultiviewRenderTarget ? renderTarget.numViews : 0; if ( material.isRawShaderMaterial ) {
true
Other
mrdoob
three.js
413ec9280fcc3e1722b579be5aa56f03fe35a6cb.json
Add return type to createButton for WebVR typings. The function can return either a button or an `<a>` element. `HTMLElement` is a simple generalization in case the implementation changes again.
examples/jsm/vr/WebVR.d.ts
@@ -7,5 +7,5 @@ export interface WEBVROptions { } export namespace WEBVR { - export function createButton( renderer: WebGLRenderer, options?: WEBVROptions ); + export function createButton( renderer: WebGLRenderer, options?: WEBVROptions ): HTMLElement; }
false
Other
mrdoob
three.js
bdba8e2af61494aac0b3c2fae7f15248405732b3.json
Fix loading glTF ZIP files in the editor
editor/js/Loader.js
@@ -605,7 +605,7 @@ var Loader = function ( editor ) { var scene = result.scene; editor.addAnimation( scene, result.animations ); - editor.execute( new AddObjectCommand( scene ) ); + editor.execute( new AddObjectCommand( editor, scene ) ); } );
false
Other
mrdoob
three.js
598a1c5b17beee6e01fb889b5f9977fa68607ae3.json
Fix a type description.
examples/jsm/loaders/MMDLoader.d.ts
@@ -20,11 +20,11 @@ export class MMDLoader extends Loader { parser: object | null; load(url: string, onLoad: (mesh: SkinnedMesh) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; - loadAnimation(url: string, onLoad: (object: SkinnedMesh | AnimationClip) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; + loadAnimation(url: string, object: SkinnedMesh | THREE.Camera, onLoad: (object: SkinnedMesh | AnimationClip) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; loadPMD(url: string, onLoad: (object: object) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; loadPMX(url: string, onLoad: (object: object) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; loadVMD(url: string, onLoad: (object: object) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; - loadVPD(url: string, onLoad: (object: object) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; + loadVPD(url: string, isUnicode: boolean, onLoad: (object: object) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; loadWithAnimation(url: string, vmdUrl: string | string[], onLoad: (object: MMDLoaderAnimationObject) => void, onProgress?: (event: ProgressEvent) => void, onError?: (event: ErrorEvent) => void): void; setAnimationPath(animationPath: string): this; }
false
Other
mrdoob
three.js
16217d2806980f6be13ebbbac80dfc0312328433.json
add the defintion file of utils
src/utils.d.ts
@@ -0,0 +1,2 @@ +export function arrayMin( array: number[] ): number; +export function arrayMax( array: number[] ): number; \ No newline at end of file
false
Other
mrdoob
three.js
ef78c1b69181c55029ec25be9f4ef87f03a9f0f5.json
Fix minor issues and linter
src/materials/Material.js
@@ -72,7 +72,6 @@ function Material() { this.toneMapped = true; this.userData = {}; - this.needsUpdate = true; }
true
Other
mrdoob
three.js
ef78c1b69181c55029ec25be9f4ef87f03a9f0f5.json
Fix minor issues and linter
src/renderers/WebGLRenderer.js
@@ -58,6 +58,7 @@ function WebGLRenderer( parameters ) { var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), _context = parameters.context !== undefined ? parameters.context : null, + _alpha = parameters.alpha !== undefined ? parameters.alpha : false, _depth = parameters.depth !== undefined ? parameters.depth : true, _stencil = parameters.stencil !== undefined ? parameters.stencil : true, @@ -1241,7 +1242,7 @@ function WebGLRenderer( parameters ) { if ( capabilities.multiview ) { - multiview.detachRenderTarget( camera ); + multiview.detachCamera( camera ); }
true
Other
mrdoob
three.js
ef78c1b69181c55029ec25be9f4ef87f03a9f0f5.json
Fix minor issues and linter
src/renderers/webgl/WebGLCapabilities.js
@@ -87,7 +87,7 @@ function WebGLCapabilities( gl, extensions, parameters ) { var maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0; var multiviewExt = extensions.get( 'OVR_multiview2' ); - var multiview = isWebGL2 && ( !! multiviewExt ) && ! gl.getContextAttributes().antialias; + var multiview = isWebGL2 && !! multiviewExt && ! gl.getContextAttributes().antialias; var maxMultiviewViews = multiview ? gl.getParameter( multiviewExt.MAX_VIEWS_OVR ) : 0; return {
true
Other
mrdoob
three.js
ef78c1b69181c55029ec25be9f4ef87f03a9f0f5.json
Fix minor issues and linter
src/renderers/webgl/WebGLMultiview.js
@@ -134,7 +134,7 @@ function WebGLMultiview( renderer, gl ) { } - function detachRenderTarget( camera ) { + function detachCamera( camera ) { if ( renderTarget !== renderer.getRenderTarget() ) return; @@ -201,7 +201,7 @@ function WebGLMultiview( renderer, gl ) { this.attachCamera = attachCamera; - this.detachRenderTarget = detachRenderTarget; + this.detachCamera = detachCamera; this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform; this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform; this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
true
Other
mrdoob
three.js
ef78c1b69181c55029ec25be9f4ef87f03a9f0f5.json
Fix minor issues and linter
src/renderers/webgl/WebGLProgram.js
@@ -5,7 +5,6 @@ import { WebGLUniforms } from './WebGLUniforms.js'; import { WebGLShader } from './WebGLShader.js'; import { ShaderChunk } from '../shaders/ShaderChunk.js'; -import { WebGLMultiviewRenderTarget } from '../WebGLMultiviewRenderTarget.js'; import { NoToneMapping, AddOperation, MixOperation, MultiplyOperation, EquirectangularRefractionMapping, CubeRefractionMapping, SphericalReflectionMapping, EquirectangularReflectionMapping, CubeUVRefractionMapping, CubeUVReflectionMapping, CubeReflectionMapping, PCFSoftShadowMap, PCFShadowMap, VSMShadowMap, ACESFilmicToneMapping, CineonToneMapping, Uncharted2ToneMapping, ReinhardToneMapping, LinearToneMapping, GammaEncoding, RGBDEncoding, RGBM16Encoding, RGBM7Encoding, RGBEEncoding, sRGBEncoding, LinearEncoding, LogLuvEncoding } from '../../constants.js'; var programIdCount = 0;
true
Other
mrdoob
three.js
d374632473fa476c94acd0c98f769048c28c5cff.json
Remove unused supportMultiview on material
src/materials/Material.js
@@ -71,7 +71,6 @@ function Material() { this.visible = true; this.toneMapped = true; - this.supportsMultiview = true; this.userData = {}; this.needsUpdate = true;
false
Other
mrdoob
three.js
19fb3706a390bd4a5502a27b26c9606407078c1b.json
Fix a type description.
examples/jsm/renderers/WebGLDeferredRenderer.d.ts
@@ -8,9 +8,9 @@ import { export interface WebGLDeferredRendererParameters { antialias?: boolean; cacheKeepAlive?: boolean; - height?: Vector2; + height?: number; renderer?: WebGLRenderer; - width?: Vector2; + width?: number; } export class WebGLDeferredRenderer {
false
Other
mrdoob
three.js
c52fef3b548ecf7d252850ffaa9a2eaca6b26989.json
parse opacity of material some model is transparent, so it should parse MAT_TRANSPARENCY, and convert MAT_TRANSPARENCY to material.oapcity
examples/js/loaders/TDSLoader.js
@@ -272,6 +272,12 @@ THREE.TDSLoader.prototype = Object.assign( Object.create( THREE.Loader.prototype material.shininess = shininess; this.debugMessage( ' Shininess : ' + shininess ); + } else if ( next === MAT_TRANSPARENCY ) { + + var opacity = this.readWord( data ); + material.opacity = opacity*0.01; + this.debugMessage( ' Opacity : ' + opacity ); + material.transparent = opacity<100 ? true : false; } else if ( next === MAT_TEXMAP ) { this.debugMessage( ' ColorMap' );
false
Other
mrdoob
three.js
30e24e69a852e9efcdbb7c64e8e30d9370d44e70.json
remove unit tests
test/unit/src/core/BufferAttribute.tests.js
@@ -42,28 +42,6 @@ export default QUnit.module( 'Core', () => { } ); - QUnit.test( "setArray", ( assert ) => { - - var f32a = new Float32Array( [ 1, 2, 3, 4 ] ); - var a = new BufferAttribute( f32a, 2, false ); - - a.setArray( f32a, 2 ); - - assert.strictEqual( a.count, 2, "Check item count" ); - assert.strictEqual( a.array, f32a, "Check array" ); - - assert.throws( - function () { - - a.setArray( [ 1, 2, 3, 4 ] ); - - }, - /array should be a Typed Array/, - "Calling setArray with a simple array throws Error" - ); - - } ); - QUnit.todo( "setDynamic", ( assert ) => { assert.ok( false, "everything's gonna be alright" );
true
Other
mrdoob
three.js
30e24e69a852e9efcdbb7c64e8e30d9370d44e70.json
remove unit tests
test/unit/src/core/InterleavedBuffer.tests.js
@@ -49,34 +49,6 @@ export default QUnit.module( 'Core', () => { } ); - QUnit.test( "setArray", ( assert ) => { - - var f32a = new Float32Array( [ 1, 2, 3, 4 ] ); - var f32b = new Float32Array( [] ); - var a = new InterleavedBuffer( f32a, 2, false ); - - a.setArray( f32a ); - - assert.strictEqual( a.count, 2, "Check item count for non-empty array" ); - assert.strictEqual( a.array, f32a, "Check array itself" ); - - a.setArray( f32b ); - - assert.strictEqual( a.count, 0, "Check item count for empty array" ); - assert.strictEqual( a.array, f32b, "Check array itself" ); - - assert.throws( - function () { - - a.setArray( [ 1, 2, 3, 4 ] ); - - }, - /array should be a Typed Array/, - "Calling setArray with a non-typed array throws Error" - ); - - } ); - QUnit.todo( "setDynamic", ( assert ) => { assert.ok( false, "everything's gonna be alright" );
true
Other
mrdoob
three.js
5e2f24c8c64d5e861e101ad380ec0ae5390908c4.json
Fix more indents
examples/js/shaders/DOFMipMapShader.js
@@ -23,8 +23,8 @@ THREE.DOFMipMapShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -42,14 +42,14 @@ THREE.DOFMipMapShader = { "void main() {", - "vec4 depth = texture2D( tDepth, vUv );", + " vec4 depth = texture2D( tDepth, vUv );", - "float factor = depth.x - focus;", + " float factor = depth.x - focus;", - "vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );", + " vec4 col = texture2D( tColor, vUv, 2.0 * maxblur * abs( focus - depth.x ) );", - "gl_FragColor = col;", - "gl_FragColor.a = 1.0;", + " gl_FragColor = col;", + " gl_FragColor.a = 1.0;", "}"
true
Other
mrdoob
three.js
5e2f24c8c64d5e861e101ad380ec0ae5390908c4.json
Fix more indents
examples/js/shaders/DotScreenShader.js
@@ -24,8 +24,8 @@ THREE.DotScreenShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -44,22 +44,22 @@ THREE.DotScreenShader = { "float pattern() {", - "float s = sin( angle ), c = cos( angle );", + " float s = sin( angle ), c = cos( angle );", - "vec2 tex = vUv * tSize - center;", - "vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;", + " vec2 tex = vUv * tSize - center;", + " vec2 point = vec2( c * tex.x - s * tex.y, s * tex.x + c * tex.y ) * scale;", - "return ( sin( point.x ) * sin( point.y ) ) * 4.0;", + " return ( sin( point.x ) * sin( point.y ) ) * 4.0;", "}", "void main() {", - "vec4 color = texture2D( tDiffuse, vUv );", + " vec4 color = texture2D( tDiffuse, vUv );", - "float average = ( color.r + color.g + color.b ) / 3.0;", + " float average = ( color.r + color.g + color.b ) / 3.0;", - "gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );", + " gl_FragColor = vec4( vec3( average * 10.0 - 5.0 + pattern() ), color.a );", "}"
true
Other
mrdoob
three.js
5e2f24c8c64d5e861e101ad380ec0ae5390908c4.json
Fix more indents
examples/js/shaders/FilmShader.js
@@ -39,8 +39,8 @@ THREE.FilmShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -71,31 +71,31 @@ THREE.FilmShader = { "void main() {", // sample the source - "vec4 cTextureScreen = texture2D( tDiffuse, vUv );", + " vec4 cTextureScreen = texture2D( tDiffuse, vUv );", // make some noise - "float dx = rand( vUv + time );", + " float dx = rand( vUv + time );", // add noise - "vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );", + " vec3 cResult = cTextureScreen.rgb + cTextureScreen.rgb * clamp( 0.1 + dx, 0.0, 1.0 );", // get us a sine and cosine - "vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );", + " vec2 sc = vec2( sin( vUv.y * sCount ), cos( vUv.y * sCount ) );", // add scanlines - "cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;", + " cResult += cTextureScreen.rgb * vec3( sc.x, sc.y, sc.x ) * sIntensity;", // interpolate between source and result by intensity - "cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );", + " cResult = cTextureScreen.rgb + clamp( nIntensity, 0.0,1.0 ) * ( cResult - cTextureScreen.rgb );", // convert to grayscale if desired - "if( grayscale ) {", + " if( grayscale ) {", - "cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );", + " cResult = vec3( cResult.r * 0.3 + cResult.g * 0.59 + cResult.b * 0.11 );", - "}", + " }", - "gl_FragColor = vec4( cResult, cTextureScreen.a );", + " gl_FragColor = vec4( cResult, cTextureScreen.a );", "}"
true
Other
mrdoob
three.js
5e2f24c8c64d5e861e101ad380ec0ae5390908c4.json
Fix more indents
examples/js/shaders/FocusShader.js
@@ -24,8 +24,8 @@ THREE.FocusShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -44,45 +44,45 @@ THREE.FocusShader = { "void main() {", - "vec4 color, org, tmp, add;", - "float sample_dist, f;", - "vec2 vin;", - "vec2 uv = vUv;", + " vec4 color, org, tmp, add;", + " float sample_dist, f;", + " vec2 vin;", + " vec2 uv = vUv;", - "add = color = org = texture2D( tDiffuse, uv );", + " add = color = org = texture2D( tDiffuse, uv );", - "vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );", - "sample_dist = dot( vin, vin ) * 2.0;", + " vin = ( uv - vec2( 0.5 ) ) * vec2( 1.4 );", + " sample_dist = dot( vin, vin ) * 2.0;", - "f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;", + " f = ( waveFactor * 100.0 + sample_dist ) * sampleDistance * 4.0;", - "vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );", + " vec2 sampleSize = vec2( 1.0 / screenWidth, 1.0 / screenHeight ) * vec2( f );", - "add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );", - "if( tmp.b < color.b ) color = tmp;", + " add += tmp = texture2D( tDiffuse, uv + vec2( 0.111964, 0.993712 ) * sampleSize );", + " if( tmp.b < color.b ) color = tmp;", - "add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );", - "if( tmp.b < color.b ) color = tmp;", + " add += tmp = texture2D( tDiffuse, uv + vec2( 0.846724, 0.532032 ) * sampleSize );", + " if( tmp.b < color.b ) color = tmp;", - "add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );", - "if( tmp.b < color.b ) color = tmp;", + " add += tmp = texture2D( tDiffuse, uv + vec2( 0.943883, -0.330279 ) * sampleSize );", + " if( tmp.b < color.b ) color = tmp;", - "add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );", - "if( tmp.b < color.b ) color = tmp;", + " add += tmp = texture2D( tDiffuse, uv + vec2( 0.330279, -0.943883 ) * sampleSize );", + " if( tmp.b < color.b ) color = tmp;", - "add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );", - "if( tmp.b < color.b ) color = tmp;", + " add += tmp = texture2D( tDiffuse, uv + vec2( -0.532032, -0.846724 ) * sampleSize );", + " if( tmp.b < color.b ) color = tmp;", - "add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );", - "if( tmp.b < color.b ) color = tmp;", + " add += tmp = texture2D( tDiffuse, uv + vec2( -0.993712, -0.111964 ) * sampleSize );", + " if( tmp.b < color.b ) color = tmp;", - "add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );", - "if( tmp.b < color.b ) color = tmp;", + " add += tmp = texture2D( tDiffuse, uv + vec2( -0.707107, 0.707107 ) * sampleSize );", + " if( tmp.b < color.b ) color = tmp;", - "color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );", - "color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );", + " color = color * vec4( 2.0 ) - ( add / vec4( 8.0 ) );", + " color = color + ( add / vec4( 8.0 ) - color ) * ( vec4( 1.0 ) - vec4( sample_dist * 0.5 ) );", - "gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );", + " gl_FragColor = vec4( color.rgb * color.rgb * vec3( 0.95 ) + color.rgb, 1.0 );", "}"
true
Other
mrdoob
three.js
5e2f24c8c64d5e861e101ad380ec0ae5390908c4.json
Fix more indents
examples/js/shaders/FreiChenShader.js
@@ -21,8 +21,8 @@ THREE.FreiChenShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -55,38 +55,38 @@ THREE.FreiChenShader = { "void main(void)", "{", - "G[0] = g0,", - "G[1] = g1,", - "G[2] = g2,", - "G[3] = g3,", - "G[4] = g4,", - "G[5] = g5,", - "G[6] = g6,", - "G[7] = g7,", - "G[8] = g8;", - - "mat3 I;", - "float cnv[9];", - "vec3 sample;", - - /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */ - "for (float i=0.0; i<3.0; i++) {", - "for (float j=0.0; j<3.0; j++) {", - "sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;", - "I[int(i)][int(j)] = length(sample);", - "}", - "}", - - /* calculate the convolution values for all the masks */ - "for (int i=0; i<9; i++) {", - "float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);", - "cnv[i] = dp3 * dp3;", - "}", - - "float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);", - "float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);", - - "gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);", + " G[0] = g0,", + " G[1] = g1,", + " G[2] = g2,", + " G[3] = g3,", + " G[4] = g4,", + " G[5] = g5,", + " G[6] = g6,", + " G[7] = g7,", + " G[8] = g8;", + + " mat3 I;", + " float cnv[9];", + " vec3 sample;", + + /* fetch the 3x3 neighbourhood and use the RGB vector's length as intensity value */ + " for (float i=0.0; i<3.0; i++) {", + " for (float j=0.0; j<3.0; j++) {", + " sample = texture2D(tDiffuse, vUv + texel * vec2(i-1.0,j-1.0) ).rgb;", + " I[int(i)][int(j)] = length(sample);", + " }", + " }", + + /* calculate the convolution values for all the masks */ + " for (int i=0; i<9; i++) {", + " float dp3 = dot(G[i][0], I[0]) + dot(G[i][1], I[1]) + dot(G[i][2], I[2]);", + " cnv[i] = dp3 * dp3;", + " }", + + " float M = (cnv[0] + cnv[1]) + (cnv[2] + cnv[3]);", + " float S = (cnv[4] + cnv[5]) + (cnv[6] + cnv[7]) + (cnv[8] + M);", + + " gl_FragColor = vec4(vec3(sqrt(M/S)), 1.0);", "}" ].join( "\n" )
true
Other
mrdoob
three.js
8bf4f29237cec182f03ddc4f5b9ece5aa864d4e0.json
Fix some indents
examples/js/shaders/BrightnessContrastShader.js
@@ -23,9 +23,9 @@ THREE.BrightnessContrastShader = { "void main() {", - "vUv = uv;", + " vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -41,15 +41,15 @@ THREE.BrightnessContrastShader = { "void main() {", - "gl_FragColor = texture2D( tDiffuse, vUv );", + " gl_FragColor = texture2D( tDiffuse, vUv );", - "gl_FragColor.rgb += brightness;", + " gl_FragColor.rgb += brightness;", - "if (contrast > 0.0) {", - "gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;", - "} else {", - "gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;", - "}", + " if (contrast > 0.0) {", + " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;", + " } else {", + " gl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;", + " }", "}"
true
Other
mrdoob
three.js
8bf4f29237cec182f03ddc4f5b9ece5aa864d4e0.json
Fix some indents
examples/js/shaders/ColorCorrectionShader.js
@@ -21,9 +21,9 @@ THREE.ColorCorrectionShader = { "void main() {", - "vUv = uv;", + " vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -40,8 +40,8 @@ THREE.ColorCorrectionShader = { "void main() {", - "gl_FragColor = texture2D( tDiffuse, vUv );", - "gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );", + " gl_FragColor = texture2D( tDiffuse, vUv );", + " gl_FragColor.rgb = mulRGB * pow( ( gl_FragColor.rgb + addRGB ), powRGB );", "}"
true
Other
mrdoob
three.js
8bf4f29237cec182f03ddc4f5b9ece5aa864d4e0.json
Fix some indents
examples/js/shaders/ColorifyShader.js
@@ -19,8 +19,8 @@ THREE.ColorifyShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -35,12 +35,12 @@ THREE.ColorifyShader = { "void main() {", - "vec4 texel = texture2D( tDiffuse, vUv );", + " vec4 texel = texture2D( tDiffuse, vUv );", - "vec3 luma = vec3( 0.299, 0.587, 0.114 );", - "float v = dot( texel.xyz, luma );", + " vec3 luma = vec3( 0.299, 0.587, 0.114 );", + " float v = dot( texel.xyz, luma );", - "gl_FragColor = vec4( v * color, texel.w );", + " gl_FragColor = vec4( v * color, texel.w );", "}"
true
Other
mrdoob
three.js
8bf4f29237cec182f03ddc4f5b9ece5aa864d4e0.json
Fix some indents
examples/js/shaders/ConvolutionShader.js
@@ -31,8 +31,8 @@ THREE.ConvolutionShader = { "void main() {", - "vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv - ( ( KERNEL_SIZE_FLOAT - 1.0 ) / 2.0 ) * uImageIncrement;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -49,17 +49,17 @@ THREE.ConvolutionShader = { "void main() {", - "vec2 imageCoord = vUv;", - "vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );", + " vec2 imageCoord = vUv;", + " vec4 sum = vec4( 0.0, 0.0, 0.0, 0.0 );", - "for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {", + " for( int i = 0; i < KERNEL_SIZE_INT; i ++ ) {", - "sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];", - "imageCoord += uImageIncrement;", + " sum += texture2D( tDiffuse, imageCoord ) * cKernel[ i ];", + " imageCoord += uImageIncrement;", - "}", + " }", - "gl_FragColor = sum;", + " gl_FragColor = sum;", "}"
true
Other
mrdoob
three.js
8bf4f29237cec182f03ddc4f5b9ece5aa864d4e0.json
Fix some indents
examples/js/shaders/CopyShader.js
@@ -19,8 +19,8 @@ THREE.CopyShader = { "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" @@ -36,8 +36,8 @@ THREE.CopyShader = { "void main() {", - "vec4 texel = texture2D( tDiffuse, vUv );", - "gl_FragColor = opacity * texel;", + " vec4 texel = texture2D( tDiffuse, vUv );", + " gl_FragColor = opacity * texel;", "}"
true
Other
mrdoob
three.js
8bf4f29237cec182f03ddc4f5b9ece5aa864d4e0.json
Fix some indents
examples/js/shaders/DigitalGlitch.js
@@ -31,8 +31,8 @@ THREE.DigitalGlitch = { "varying vec2 vUv;", "void main() {", - "vUv = uv;", - "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", + " vUv = uv;", + " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );", "}" ].join( "\n" ), @@ -55,47 +55,47 @@ THREE.DigitalGlitch = { "float rand(vec2 co){", - "return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);", + " return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);", "}", "void main() {", - "if(byp<1) {", - "vec2 p = vUv;", - "float xs = floor(gl_FragCoord.x / 0.5);", - "float ys = floor(gl_FragCoord.y / 0.5);", - //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch - "vec4 normal = texture2D (tDisp, p*seed*seed);", - "if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {", - "if(seed_x>0.){", - "p.y = 1. - (p.y + distortion_y);", - "}", - "else {", - "p.y = distortion_y;", - "}", - "}", - "if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {", - "if(seed_y>0.){", - "p.x=distortion_x;", - "}", - "else {", - "p.x = 1. - (p.x + distortion_x);", - "}", - "}", - "p.x+=normal.x*seed_x*(seed/5.);", - "p.y+=normal.y*seed_y*(seed/5.);", - //base from RGB shift shader - "vec2 offset = amount * vec2( cos(angle), sin(angle));", - "vec4 cr = texture2D(tDiffuse, p + offset);", - "vec4 cga = texture2D(tDiffuse, p);", - "vec4 cb = texture2D(tDiffuse, p - offset);", - "gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);", - //add noise - "vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);", - "gl_FragColor = gl_FragColor+ snow;", - "}", - "else {", - "gl_FragColor=texture2D (tDiffuse, vUv);", - "}", + " if(byp<1) {", + " vec2 p = vUv;", + " float xs = floor(gl_FragCoord.x / 0.5);", + " float ys = floor(gl_FragCoord.y / 0.5);", + //based on staffantans glitch shader for unity https://github.com/staffantan/unityglitch + " vec4 normal = texture2D (tDisp, p*seed*seed);", + " if(p.y<distortion_x+col_s && p.y>distortion_x-col_s*seed) {", + " if(seed_x>0.){", + " p.y = 1. - (p.y + distortion_y);", + " }", + " else {", + " p.y = distortion_y;", + " }", + " }", + " if(p.x<distortion_y+col_s && p.x>distortion_y-col_s*seed) {", + " if(seed_y>0.){", + " p.x=distortion_x;", + " }", + " else {", + " p.x = 1. - (p.x + distortion_x);", + " }", + " }", + " p.x+=normal.x*seed_x*(seed/5.);", + " p.y+=normal.y*seed_y*(seed/5.);", + //base from RGB shift shader + " vec2 offset = amount * vec2( cos(angle), sin(angle));", + " vec4 cr = texture2D(tDiffuse, p + offset);", + " vec4 cga = texture2D(tDiffuse, p);", + " vec4 cb = texture2D(tDiffuse, p - offset);", + " gl_FragColor = vec4(cr.r, cga.g, cb.b, cga.a);", + //add noise + " vec4 snow = 200.*amount*vec4(rand(vec2(xs * seed,ys * seed*50.))*0.2);", + " gl_FragColor = gl_FragColor+ snow;", + " }", + " else {", + " gl_FragColor=texture2D (tDiffuse, vUv);", + " }", "}" ].join( "\n" )
true
Other
mrdoob
three.js
9a2a09ac068d1eae93668c2eba2bca431be4b5b8.json
fix prem roughness
examples/jsm/nodes/misc/TextureCubeNode.js
@@ -84,7 +84,7 @@ TextureCubeNode.prototype.generate = function ( builder, output ) { if ( builder.context.bias ) { - builder.context.bias.setTexture( this ); + builder.context.bias.setTexture( this.value ); }
true
Other
mrdoob
three.js
9a2a09ac068d1eae93668c2eba2bca431be4b5b8.json
fix prem roughness
examples/jsm/nodes/misc/TextureCubeUVNode.js
@@ -171,7 +171,7 @@ TextureCubeUVNode.prototype.generate = function ( builder, output ) { var textureCubeUV = builder.include( TextureCubeUVNode.Nodes.textureCubeUV ); - var biasNode = this.bias || builder.context.bias; + var biasNode = this.bias || builder.context.roughness; return builder.format( textureCubeUV + '( ' + this.uv.build( builder, 'v3' ) + ', ' + biasNode.build( builder, 'f' ) + ', ' +
true
Other
mrdoob
three.js
9a2a09ac068d1eae93668c2eba2bca431be4b5b8.json
fix prem roughness
examples/jsm/nodes/utils/MaxMIPLevelNode.js
@@ -26,7 +26,9 @@ Object.defineProperties( MaxMIPLevelNode.prototype, { if ( this.maxMIPLevel === 0 ) { - var image = this.texture.value.image ? this.texture.value.image[ 0 ] : undefined; + var image = this.texture.value.image; + + if ( Array.isArray( image ) ) image = image[ 0 ]; this.maxMIPLevel = image !== undefined ? Math.log( Math.max( image.width, image.height ) ) * Math.LOG2E : 0;
true
Other
mrdoob
three.js
e84a71ab6664a43cf508d3056f07faea68dac4bc.json
add indent rule for typescript
package.json
@@ -32,7 +32,14 @@ "@typescript-eslint" ], "rules": { - "@typescript-eslint/no-unused-vars": 1 + "@typescript-eslint/no-unused-vars": 1, + "@typescript-eslint/indent": [ + "error", + "tab", + { + "SwitchCase": 1 + } + ] } }, "scripts": {
false
Other
mrdoob
three.js
75435b9b08cd7eebb25394ae45b3f888dd001027.json
fix lint error
src/renderers/webgl/WebGLLights.js
@@ -355,7 +355,7 @@ function WebGLLights() { hash.hemiLength = hemiLength; hash.shadowsLength = shadows.length; - hash.value++; + hash.value ++; }
false
Other
mrdoob
three.js
d1e8efae1cec770c317015f95319eb227d49db9a.json
use new hash value
src/renderers/WebGLRenderer.js
@@ -1463,20 +1463,10 @@ function WebGLRenderer( parameters ) { releaseMaterialProgramReference( material ); } else if ( lightsHash.stateID !== lightsStateHash.stateID || - lightsHash.directionalLength !== lightsStateHash.directionalLength || - lightsHash.pointLength !== lightsStateHash.pointLength || - lightsHash.spotLength !== lightsStateHash.spotLength || - lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || - lightsHash.hemiLength !== lightsStateHash.hemiLength || - lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) { + lightsHash.value !== lightsStateHash.directionalLength ) { lightsHash.stateID = lightsStateHash.stateID; - lightsHash.directionalLength = lightsStateHash.directionalLength; - lightsHash.pointLength = lightsStateHash.pointLength; - lightsHash.spotLength = lightsStateHash.spotLength; - lightsHash.rectAreaLength = lightsStateHash.rectAreaLength; - lightsHash.hemiLength = lightsStateHash.hemiLength; - lightsHash.shadowsLength = lightsStateHash.shadowsLength; + lightsHash.value = lightsStateHash.value; programChange = false; @@ -1584,12 +1574,7 @@ function WebGLRenderer( parameters ) { } lightsHash.stateID = lightsStateHash.stateID; - lightsHash.directionalLength = lightsStateHash.directionalLength; - lightsHash.pointLength = lightsStateHash.pointLength; - lightsHash.spotLength = lightsStateHash.spotLength; - lightsHash.rectAreaLength = lightsStateHash.rectAreaLength; - lightsHash.hemiLength = lightsStateHash.hemiLength; - lightsHash.shadowsLength = lightsStateHash.shadowsLength; + lightsHash.value = lightsStateHash.value; if ( material.lights ) { @@ -1661,12 +1646,7 @@ function WebGLRenderer( parameters ) { material.needsUpdate = true; } else if ( material.lights && ( lightsHash.stateID !== lightsStateHash.stateID || - lightsHash.directionalLength !== lightsStateHash.directionalLength || - lightsHash.pointLength !== lightsStateHash.pointLength || - lightsHash.spotLength !== lightsStateHash.spotLength || - lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength || - lightsHash.hemiLength !== lightsStateHash.hemiLength || - lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) { + lightsHash.value !== lightsStateHash.value ) ) { material.needsUpdate = true;
true
Other
mrdoob
three.js
d1e8efae1cec770c317015f95319eb227d49db9a.json
use new hash value
src/renderers/webgl/WebGLLights.js
@@ -117,7 +117,8 @@ function WebGLLights() { spotLength: - 1, rectAreaLength: - 1, hemiLength: - 1, - shadowsLength: - 1 + shadowsLength: - 1, + value: 0 }, ambient: [ 0, 0, 0 ], @@ -331,19 +332,32 @@ function WebGLLights() { state.ambient[ 1 ] = g; state.ambient[ 2 ] = b; - state.directional.length = directionalLength; - state.spot.length = spotLength; - state.rectArea.length = rectAreaLength; - state.point.length = pointLength; - state.hemi.length = hemiLength; - - state.hash.stateID = state.id; - state.hash.directionalLength = directionalLength; - state.hash.pointLength = pointLength; - state.hash.spotLength = spotLength; - state.hash.rectAreaLength = rectAreaLength; - state.hash.hemiLength = hemiLength; - state.hash.shadowsLength = shadows.length; + var hash = state.hash; + + if ( hash.directionalLength !== directionalLength || + hash.pointLength !== pointLength || + hash.spotLength !== spotLength || + hash.rectAreaLength !== rectAreaLength || + hash.hemiLength !== hemiLength || + hash.shadowsLength !== shadows.length ) { + + state.directional.length = directionalLength; + state.spot.length = spotLength; + state.rectArea.length = rectAreaLength; + state.point.length = pointLength; + state.hemi.length = hemiLength; + + hash.stateID = state.id; + hash.directionalLength = directionalLength; + hash.pointLength = pointLength; + hash.spotLength = spotLength; + hash.rectAreaLength = rectAreaLength; + hash.hemiLength = hemiLength; + hash.shadowsLength = shadows.length; + + hash.value++; + + } }
true
Other
mrdoob
three.js
e879da10e2ccc9d05200c9f36259638e3b02ac8a.json
fix lgtm error
examples/js/renderers/WebGLDeferredRenderer.js
@@ -606,7 +606,7 @@ THREE.WebGLDeferredRenderer = function ( parameters ) { } - updateDeferredColorUniforms( renderer, scene, camera, geometry, material, group ); + updateDeferredColorUniforms( renderer, scene, camera, geometry, material ); material.uniforms.samplerLight.value = _compLight.renderTarget2.texture;
false
Other
mrdoob
three.js
75e66cdfecf52be218a07a055e12be5bcc698618.json
Add setNumViews() to WebGLMultiview
src/renderers/WebGLMultiviewRenderTarget.js
@@ -30,6 +30,19 @@ WebGLMultiviewRenderTarget.prototype = Object.assign( Object.create( WebGLRender return this; + }, + + setNumViews: function ( numViews ) { + + if ( this.numViews !== numViews ) { + + this.numViews = numViews; + this.dispose(); + + } + + return this; + } } );
true
Other
mrdoob
three.js
75e66cdfecf52be218a07a055e12be5bcc698618.json
Add setNumViews() to WebGLMultiview
src/renderers/WebGLRenderer.js
@@ -1242,9 +1242,9 @@ function WebGLRenderer( parameters ) { state.setPolygonOffset( false ); - if ( this.multiview.isEnabled() ) { + if ( multiview.isEnabled() ) { - this.multiview.detachRenderTarget( camera ); + multiview.detachRenderTarget( camera ); }
true
Other
mrdoob
three.js
75e66cdfecf52be218a07a055e12be5bcc698618.json
Add setNumViews() to WebGLMultiview
src/renderers/webgl/WebGLMultiview.js
@@ -11,44 +11,42 @@ function WebGLMultiview( renderer, requested, options ) { options = Object.assign( {}, { debug: false }, options ); + var DEFAULT_NUMVIEWS = 2; var gl = renderer.context; var canvas = renderer.domElement; var capabilities = renderer.capabilities; var properties = renderer.properties; - var numViews = 2; var renderTarget, currentRenderTarget; - // Auxiliary matrices to be used when updating arrays of uniforms - var aux = { - mat4: [], - mat3: [] - }; + this.getMaxViews = function () { - for ( var i = 0; i < numViews; i ++ ) { + return capabilities.maxMultiviewViews; - aux.mat4[ i ] = new Matrix4(); - aux.mat3[ i ] = new Matrix3(); + }; - } + this.getNumViews = function () { - // + return renderTarget ? renderTarget.numViews : 1; - this.isAvailable = function () { + }; - return capabilities.multiview; + // Auxiliary matrices to be used when updating arrays of uniforms + var mat4 = []; + var mat3 = []; - }; + for ( var i = 0; i < this.getMaxViews(); i ++ ) { - this.getNumViews = function () { + mat4[ i ] = new Matrix4(); + mat3[ i ] = new Matrix3(); - return numViews; + } - }; + // - this.getMaxViews = function () { + this.isAvailable = function () { - return capabilities.maxMultiviewViews; + return capabilities.multiview; }; @@ -72,82 +70,88 @@ function WebGLMultiview( renderer, requested, options ) { } - this.updateCameraProjectionMatrices = function ( camera, p_uniforms ) { + this.updateCameraProjectionMatrices = function ( camera, uniforms ) { + + var numViews = this.getNumViews(); if ( camera.isArrayCamera ) { for ( var i = 0; i < numViews; i ++ ) { - aux.mat4[ i ].copy( camera.cameras[ i ].projectionMatrix ); + mat4[ i ].copy( camera.cameras[ i ].projectionMatrix ); } } else { for ( var i = 0; i < numViews; i ++ ) { - aux.mat4[ i ].copy( camera.projectionMatrix ); + mat4[ i ].copy( camera.projectionMatrix ); } } - p_uniforms.setValue( gl, 'projectionMatrices', aux.mat4 ); + uniforms.setValue( gl, 'projectionMatrices', mat4 ); }; - this.updateCameraViewMatrices = function ( camera, p_uniforms ) { + this.updateCameraViewMatrices = function ( camera, uniforms ) { + + var numViews = this.getNumViews(); if ( camera.isArrayCamera ) { for ( var i = 0; i < numViews; i ++ ) { - aux.mat4[ i ].copy( camera.cameras[ i ].matrixWorldInverse ); + mat4[ i ].copy( camera.cameras[ i ].matrixWorldInverse ); } } else { for ( var i = 0; i < numViews; i ++ ) { - aux.mat4[ i ].copy( camera.matrixWorldInverse ); + mat4[ i ].copy( camera.matrixWorldInverse ); } } - p_uniforms.setValue( gl, 'viewMatrices', aux.mat4 ); + uniforms.setValue( gl, 'viewMatrices', mat4 ); }; - this.updateObjectMatrices = function ( object, camera, p_uniforms ) { + this.updateObjectMatrices = function ( object, camera, uniforms ) { + + var numViews = this.getNumViews(); if ( camera.isArrayCamera ) { for ( var i = 0; i < numViews; i ++ ) { - aux.mat4[ i ].multiplyMatrices( camera.cameras[ i ].matrixWorldInverse, object.matrixWorld ); - aux.mat3[ i ].getNormalMatrix( aux.mat4[ i ] ); + mat4[ i ].multiplyMatrices( camera.cameras[ i ].matrixWorldInverse, object.matrixWorld ); + mat3[ i ].getNormalMatrix( mat4[ i ] ); } } else { // In this case we still need to provide an array of matrices but just the first one will be used - aux.mat4[ 0 ].multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - aux.mat3[ 0 ].getNormalMatrix( aux.mat4[ 0 ] ); + mat4[ 0 ].multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + mat3[ 0 ].getNormalMatrix( mat4[ 0 ] ); for ( var i = 1; i < numViews; i ++ ) { - aux.mat4[ i ].copy( aux.mat4[ 0 ] ); - aux.mat3[ i ].copy( aux.mat3[ 0 ] ); + mat4[ i ].copy( mat4[ 0 ] ); + mat3[ i ].copy( mat3[ 0 ] ); } } - p_uniforms.setValue( gl, 'modelViewMatrices', aux.mat4 ); - p_uniforms.setValue( gl, 'normalMatrices', aux.mat3 ); + uniforms.setValue( gl, 'modelViewMatrices', mat4 ); + uniforms.setValue( gl, 'normalMatrices', mat3 ); }; @@ -167,6 +171,12 @@ function WebGLMultiview( renderer, requested, options ) { width *= bounds.z; height *= bounds.w; + renderTarget.setNumViews( camera.cameras.length ); + + } else { + + renderTarget.setNumViews( DEFAULT_NUMVIEWS ); + } renderTarget.setSize( width, height ); @@ -213,7 +223,7 @@ function WebGLMultiview( renderer, requested, options ) { if ( this.isEnabled() ) { - renderTarget = new WebGLMultiviewRenderTarget( canvas.width, canvas.height, numViews ); + renderTarget = new WebGLMultiviewRenderTarget( canvas.width, canvas.height, this.numViews ); }
true
Other
mrdoob
three.js
75e66cdfecf52be218a07a055e12be5bcc698618.json
Add setNumViews() to WebGLMultiview
src/renderers/webgl/WebGLTextures.js
@@ -1024,11 +1024,11 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, ext.framebufferTextureMultiviewOVR( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, depthStencilTexture, 0, 0, numViews ); var viewFramebuffers = new Array( numViews ); - for ( var viewIndex = 0; viewIndex < numViews; ++ viewIndex ) { + for ( var i = 0; i < numViews; ++ i ) { - viewFramebuffers[ viewIndex ] = _gl.createFramebuffer(); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, viewFramebuffers[ viewIndex ] ); - _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, viewIndex ); + viewFramebuffers[ i ] = _gl.createFramebuffer(); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, viewFramebuffers[ i ] ); + _gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, colorTexture, 0, i ); }
true
Other
mrdoob
three.js
ffc4b96b51fa5709d93c7a5bdbef1b80d5e5f720.json
Add WebGL multiple views with multiview example
examples/files.js
@@ -201,6 +201,7 @@ var files = { "webgl_multiple_renderers", "webgl_multiple_scenes_comparison", "webgl_multiple_views", + "webvr_multiple_views_multiview", "webgl_nearestneighbour", "webgl_panorama_cube", "webgl_panorama_dualfisheye",
true
Other
mrdoob
three.js
ffc4b96b51fa5709d93c7a5bdbef1b80d5e5f720.json
Add WebGL multiple views with multiview example
examples/webgl_multiple_views_multiview.html
@@ -0,0 +1,294 @@ +<!DOCTYPE html> +<html lang="en"> + <head> + <title>three.js performance - animation</title> + <meta charset="utf-8"> + <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> + <style> + body { + font-family: Monospace; + background-color: #000; + margin: 0px; + overflow: hidden; + } + #info { + position: absolute; + top: 10px; + width: 100%; + text-align: center; + z-index: 100; + display:block; + } + #info p { + max-width: 600px; + margin-left: auto; + margin-right: auto; + padding: 0 2em; + } + #info a { + color: #2fa1d6; + font-weight: bold; + } + .dg.ac { + z-index: 999 !important; + } + </style> + </head> + + <body> + + <div id="container"></div> + <div id="info"> + <a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - multiple views using multiview extension - by <a href="https://twitter.com/fernandojsg">fernandojsg</a><br/> + <span id="options"></span> + </div> + + <script src="../build/three.js"></script> + <script src="js/loaders/GLTFLoader.js"></script> + <script src="js/libs/stats.min.js"></script> + <script> + + var container, clock, stats; + var camera, scene, renderer, panel, balls; + var radius = 0.08; + + var mixers = []; + var cameras = []; + + init(); + + function addNumLink( value ) { + + return `<a href="?num=${ value }">${ value }</a>`; + + } + + function init() { + + const urlParams = new URLSearchParams(window.location.search); + + container = document.getElementById('container'); + + var options = document.getElementById('options'); + options.innerHTML =`Number of balls: + ${addNumLink(200)} + ${addNumLink(500)} + ${addNumLink(1000)} + ${addNumLink(2500)} + ${addNumLink(5000)}`; + + + var ASPECT_RATIO = window.innerWidth / window.innerHeight; + var AMOUNT = 2; + var SIZE = 1 / AMOUNT; + var WIDTH = ( window.innerWidth / AMOUNT ) * window.devicePixelRatio; + var HEIGHT = ( window.innerHeight / AMOUNT ) * window.devicePixelRatio; + + for ( var y = 0; y < AMOUNT; y ++ ) { + + for ( var x = 0; x < AMOUNT; x ++ ) { + + var subcamera = new THREE.PerspectiveCamera( 40 + (x + y) * 20, ASPECT_RATIO, 0.25, 100 ); + subcamera.bounds = new THREE.Vector4( x / AMOUNT, y / AMOUNT, SIZE, SIZE ); + + subcamera.position.x = ( x / AMOUNT ) * 5 - 0.5; + subcamera.position.y = ( y / AMOUNT ) * 5 + 1; + subcamera.position.z = 6; + subcamera.position.multiplyScalar( 1.5 ); + + subcamera.lookAt( 0, 2, 0 ); + subcamera.updateMatrixWorld(); + cameras.push( subcamera ); + + } + + } + + camera = new THREE.ArrayCamera( cameras ); + + // Needed to do the frustum culling + camera.fov = 180; + camera.position.set(0, 0, 6); + camera.aspect = ASPECT_RATIO; + camera.updateProjectionMatrix(); + + // + + scene = new THREE.Scene(); + scene.background = new THREE.Color( 0xe0e0e0 ); + scene.fog = new THREE.Fog( 0xe0e0e0, 20, 100 ); + + clock = new THREE.Clock(); + + // lights + + var light = new THREE.HemisphereLight( 0xffffff, 0x444444 ); + light.position.set( 0, 20, 0 ); + scene.add( light ); + + light = new THREE.DirectionalLight( 0xffffff ); + light.position.set( 0, 20, 10 ); + scene.add( light ); + + // ground + + var mesh = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2000, 2000 ), new THREE.MeshPhongMaterial( { color: 0x999999, depthWrite: false } ) ); + mesh.rotation.x = - Math.PI / 2; + scene.add( mesh ); + + var grid = new THREE.GridHelper( 200, 40, 0x000000, 0x000000 ); + grid.material.opacity = 0.2; + grid.material.transparent = true; + scene.add( grid ); + + // balls + balls = new THREE.Group(); + scene.add( balls ); + + var geometry = new THREE.IcosahedronBufferGeometry( radius, 2 ); + + var numObjects = urlParams.get('num') || 1000; + + for ( var i = 0; i < numObjects; i ++ ) { + + var object = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: Math.random() * 0xffffff } ) ); + + object.position.x = Math.random() * 20 - 10; + object.position.y = Math.random() * 10 + 5; + object.position.z = Math.random() * 20 - 10; + + object.userData.velocity = new THREE.Vector3(); + object.userData.velocity.x = Math.random() * 0.01 - 0.005; + object.userData.velocity.y = Math.random() * 0.01 - 0.005; + object.userData.velocity.z = Math.random() * 0.01 - 0.005; + + balls.add( object ); + + } + + + // model + + var loader = new THREE.GLTFLoader(); + + loader.load( 'models/gltf/RobotExpressive/RobotExpressive.glb', function( gltf ) { + + var model = gltf.scene; + var animations = gltf.animations; + + scene.add( model ); + + var mixer = new THREE.AnimationMixer( model ); + mixer.clipAction( animations[ 10 ] ).play(); + mixers.push( mixer ); + + animate(); + + }, undefined, function( e ) { + + console.error( e ); + + } ); + + var canvas = document.createElement( 'canvas' ); + var context = canvas.getContext( 'webgl2', { antialias: false } ); + renderer = new THREE.WebGLRenderer( { context: context, canvas: canvas, antialias: true, multiview: true } ); + renderer.setPixelRatio( window.devicePixelRatio ); + renderer.setSize( window.innerWidth, window.innerHeight ); + renderer.gammaOutput = true; + renderer.gammaFactor = 2.2; + container.appendChild( renderer.domElement ); + + // + + stats = new Stats(); + document.body.appendChild( stats.dom ); + panel = stats.addPanel( new Stats.Panel( 'renderer.render()', '#ff8', '#221' ) ); + stats.showPanel( 3 ); + + window.addEventListener( 'resize', onWindowResize, false ); + + } + + function onWindowResize() { + + camera.aspect = window.innerWidth / window.innerHeight; + camera.updateProjectionMatrix(); + + for ( var i = 0; i < cameras.length; i ++ ) { + + cameras[ i ].aspect = camera.aspect; + cameras[ i ].updateProjectionMatrix(); + + } + + renderer.setSize( window.innerWidth, window.innerHeight ); + + } + + // + + function animate() { + + requestAnimationFrame( animate ); + + var delta = clock.getDelta(); + var time = clock.getElapsedTime(); + + for ( var i = 0, il = mixers.length; i < il; i ++ ) { + + mixers[ i ].update( delta ); + + } + + // Update camera animations + cameras[ 0 ].position.y += Math.sin( time * 2 ) * 0.02; + cameras[ 0 ].updateMatrixWorld(); + + cameras[ 1 ].position.z += Math.sin( time ) * 0.1; + cameras[ 1 ].updateMatrixWorld(); + + cameras[ 3 ].position.x = Math.sin( time ) * Math.PI; + cameras[ 3 ].position.z = Math.cos( time ) * Math.PI; + cameras[ 3 ].lookAt( 0, 2, 0 ); + cameras[ 3 ].updateMatrixWorld(); + + // delta *=1000; + + delta *= 0.5; + + // Update balls + for ( var i = 0; i < balls.children.length; i ++ ) { + + var object = balls.children[ i ]; + + object.position.y += object.userData.velocity.y * delta; + + // keep objects inside room + if ( object.position.y < radius || object.position.y > 15 ) { + + object.position.y = Math.max( object.position.y, radius ); + + object.userData.velocity.y = - object.userData.velocity.y * 0.8; + + } + + object.userData.velocity.y -= 9.8 * delta; + + } + + // + + var t = performance.now(); + renderer.render( scene, camera ); + + panel.update(performance.now() - t, 460); + + stats.update(); + + } + + </script> + + </body> +</html>
true
Other
mrdoob
three.js
4093be22f8061f7bcd6c9fd564f83d0ee0eb0846.json
Add modelview and normalview matrices
src/renderers/WebGLRenderer.js
@@ -1461,8 +1461,16 @@ function WebGLRenderer( parameters ) { object.onBeforeRender( _this, scene, camera, geometry, material, group ); currentRenderState = renderStates.get( scene, _currentArrayCamera || camera ); - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + if ( multiview.isEnabled() ) { + + multiview.computeObjectMatrices( object, camera ); + + } else { + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + } if ( object.isImmediateRenderObject ) { @@ -2013,8 +2021,18 @@ function WebGLRenderer( parameters ) { // common matrices - p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); - p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + if ( material.supportsMultiview && multiview.isEnabled() ) { + + p_uniforms.setValue( _gl, 'modelViewMatrices', object.modelViewMatrices ); + p_uniforms.setValue( _gl, 'normalMatrices', object.normalMatrices ); + + } else { + + p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix ); + p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix ); + + } + p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld ); return program;
true
Other
mrdoob
three.js
4093be22f8061f7bcd6c9fd564f83d0ee0eb0846.json
Add modelview and normalview matrices
src/renderers/webgl/WebGLMultiview.js
@@ -3,6 +3,8 @@ */ import { WebGLRenderTarget } from '../WebGLRenderTarget.js'; +import { Matrix3 } from '../../math/Matrix3.js'; +import { Matrix4 } from '../../math/Matrix4.js'; function WebGLMultiview( requested, gl, canvas, extensions, capabilities, properties ) { @@ -24,7 +26,6 @@ function WebGLMultiview( requested, gl, canvas, extensions, capabilities, proper }; - if ( requested && ! this.isAvailable() ) { console.warn( 'WebGLRenderer: Multiview requested but not supported by the browser' ); @@ -46,6 +47,47 @@ function WebGLMultiview( requested, gl, canvas, extensions, capabilities, proper depthStencil: null }; + this.computeObjectMatrices = function ( object, camera ) { + + if ( ! object.modelViewMatrices ) { + + object.modelViewMatrices = new Array( numViews ); + object.normalMatrices = new Array( numViews ); + + for ( var i = 0; i < numViews; i ++ ) { + + object.modelViewMatrices[ i ] = new Matrix4(); + object.normalMatrices[ i ] = new Matrix3(); + + } + + } + + if ( camera.isArrayCamera ) { + + for ( var i = 0; i < numViews; i ++ ) { + + object.modelViewMatrices[ i ].multiplyMatrices( camera.cameras[ i ].matrixWorldInverse, object.matrixWorld ); + object.normalMatrices[ i ].getNormalMatrix( object.modelViewMatrices[ i ] ); + + } + + } else { + + // In this case we still need to provide an array of matrices but just the first one will be used + object.modelViewMatrices[ 0 ].multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrices[ 0 ].getNormalMatrix( object.modelViewMatrices[ 0 ] ); + + for ( var i = 0; i < numViews; i ++ ) { + + object.modelViewMatrices[ i ].copy( object.modelViewMatrices[ 0 ] ); + object.normalMatrices[ i ].copy( object.normalMatrices[ 0 ] ); + + } + + } + + }; // @todo Get ArrayCamera this.createMultiviewRenderTargetTexture = function () {
true
Other
mrdoob
three.js
4093be22f8061f7bcd6c9fd564f83d0ee0eb0846.json
Add modelview and normalview matrices
src/renderers/webgl/WebGLProgram.js
@@ -431,11 +431,13 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, 'uniform vec3 cameraPosition;', material.supportsMultiview && renderer.multiview.isEnabled() ? [ - 'uniform mat4 modelViewMatrix;', - 'uniform mat3 normalMatrix;', + 'uniform mat4 modelViewMatrices[2];', + 'uniform mat3 normalMatrices[2];', 'uniform mat4 viewMatrices[2];', 'uniform mat4 projectionMatrices[2];', + '#define modelViewMatrix modelViewMatrices[VIEW_ID]', + '#define normalMatrix normalMatrices[VIEW_ID]', '#define viewMatrix viewMatrices[VIEW_ID]', '#define projectionMatrix projectionMatrices[VIEW_ID]'
true
Other
mrdoob
three.js
b7913214ec2394dde1499cdc7255f494769fcb38.json
Add number of objects parameter on multiview demo
examples/webvr_ballshooter_multiview.html
@@ -112,9 +112,20 @@ } + function addNumLink( value ) { + + return `<a href="?num=${ value }&${!multiview ? '' : 'enableMultiview'}">${ value }</a>`; + + } + // @todo Change enabled for requested and check renderer.vr.multiview - info.innerHTML = '<b>OVR_multiview2</b> demo<br/>requested: ' + colorize(multiview) + ` <a href="${multiview ? '?' : '?enableMultiview'}">toggle</a>` - + `<br/>available: ${ colorize( renderer.multiview.isAvailable() ) }<br/>enabled: ${ colorize( renderer.multiview.isEnabled() ) }<br/><br/>`; + info.innerHTML = '<b>OVR_multiview2</b> demo<br/>requested: ' + colorize( multiview ) + ` <a href="?num=${ numObjects }&${ multiview ? '' : 'enableMultiview' }">toggle</a>` + + `<br/>available: ${ colorize( renderer.multiview.isAvailable() ) }<br/>enabled: ${ colorize( renderer.multiview.isEnabled() ) }<br/> + ${addNumLink(200)} + ${addNumLink(500)} + ${addNumLink(1000)} + ${addNumLink(5000)} + <br/>`; container.appendChild( info ); ms = document.createElement('div'); ms.innerHTML = '';
false
Other
mrdoob
three.js
24302ae5e9613dbe0d5de4a206d655870716dcb5.json
Add multiview status on example
examples/webvr_ballshooter_multiview.html
@@ -44,23 +44,12 @@ animate(); function init() { - const urlParams = new URLSearchParams(window.location.search); - const multiview = urlParams.has('enableMultiview'); container = document.createElement( 'div' ); document.body.appendChild( container ); - var info = document.createElement( 'div' ); - info.style.position = 'absolute'; - info.style.top = '10px'; - info.style.width = '100%'; - info.style.textAlign = 'center'; - // @todo Change enabled for requested and check renderer.vr.multiview - info.innerHTML = 'OVR_multiview2 demo - ' + (multiview ? '<b style="color:#3f3">multiview enabled</b>' : '<b style="color:#f33">multiview not enabled</b>') + ` <a href="${multiview ? '?' : '?enableMultiview'}">toggle</a>`; - container.appendChild( info ); - ms = document.createElement('div'); - ms.innerHTML = ''; - info.appendChild(ms); + const urlParams = new URLSearchParams(window.location.search); + const multiview = urlParams.has('enableMultiview'); scene = new THREE.Scene(); scene.background = new THREE.Color( 0x505050 ); @@ -111,6 +100,29 @@ // + var info = document.createElement( 'div' ); + info.style.position = 'absolute'; + info.style.top = '10px'; + info.style.width = '100%'; + info.style.textAlign = 'center'; + + function colorize( value ) { + + return value ? '<b style="color:#3f3">true</b>' : '<b style="color:#f33">false</b>'; + + } + + // @todo Change enabled for requested and check renderer.vr.multiview + info.innerHTML = '<b>OVR_multiview2</b> demo<br/>requested: ' + colorize(multiview) + ` <a href="${multiview ? '?' : '?enableMultiview'}">toggle</a>` + + `<br/>available: ${ colorize( renderer.multiview.isAvailable() ) }<br/>enabled: ${ colorize( renderer.multiview.isEnabled() ) }<br/><br/>`; + container.appendChild( info ); + ms = document.createElement('div'); + ms.innerHTML = ''; + info.appendChild(ms); + + //+ (multiview ? '<b style="color:#3f3">true</b>' : '<b style="color:#f33">false</b>') + // + document.body.appendChild( WEBVR.createButton( renderer ) ); // controllers
true
Other
mrdoob
three.js
24302ae5e9613dbe0d5de4a206d655870716dcb5.json
Add multiview status on example
src/renderers/WebGLRenderer.js
@@ -59,7 +59,7 @@ function WebGLRenderer( parameters ) { var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ), _context = parameters.context !== undefined ? parameters.context : null, - _multiview = parameters.multiview !== undefined ? parameters.multiview : false, + _multiviewRequested = parameters.multiview !== undefined ? parameters.multiview : false, _alpha = parameters.alpha !== undefined ? parameters.alpha : false, _depth = parameters.depth !== undefined ? parameters.depth : true, @@ -315,8 +315,8 @@ function WebGLRenderer( parameters ) { this.vr = vr; - var multiviewObject = new WebGLMultiview(_multiview, _gl, _canvas, extensions, capabilities ); - var multiviewEnabled = this.multiviewEnabled = multiviewObject.isEnabled(); + var multiview = this.multiview = new WebGLMultiview(_multiviewRequested, _gl, _canvas, extensions, capabilities ); + var multiviewEnabled = this.multiviewEnabled = multiview.isEnabled(); // shadow map @@ -1370,7 +1370,7 @@ function WebGLRenderer( parameters ) { if ( multiviewEnabled ) { - multiviewObject.bindMultiviewFrameBuffer( camera ); + multiview.bindMultiviewFrameBuffer( camera ); _gl.disable( _gl.SCISSOR_TEST ); @@ -1403,7 +1403,7 @@ function WebGLRenderer( parameters ) { } - multiviewObject.unbindMultiviewFrameBuffer( camera ); + multiview.unbindMultiviewFrameBuffer( camera ); } else {
true
Other
mrdoob
three.js
24302ae5e9613dbe0d5de4a206d655870716dcb5.json
Add multiview status on example
src/renderers/webgl/WebGLMultiview.js
@@ -1,3 +1,7 @@ +/** + * @author fernandojsg / http://fernandojsg.com + */ + function WebGLMultiview( requested, gl, canvas, extensions, capabilities ) { this.isAvailable = function () {
true
Other
mrdoob
three.js
24302ae5e9613dbe0d5de4a206d655870716dcb5.json
Add multiview status on example
src/renderers/webgl/WebGLProgram.js
@@ -432,10 +432,10 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, renderer.multiviewEnabled ? [ 'uniform mat4 modelViewMatrix;', - 'uniform mat4 projectionMatrices[2];', 'uniform mat3 normalMatrix;', - 'uniform mat4 viewMatrices[2];', + 'uniform mat4 projectionMatrices[2];', + '#define viewMatrix viewMatrices[VIEW_ID]', '#define projectionMatrix projectionMatrices[VIEW_ID]'
true
Other
mrdoob
three.js
d7a2400097fc9c9698641839e97020d09a8f0134.json
Keep existing properties in object.userData
examples/js/loaders/GLTFLoader.js
@@ -1299,7 +1299,7 @@ THREE.GLTFLoader = ( function () { if ( typeof gltfDef.extras === 'object' ) { - object.userData = gltfDef.extras; + object.userData = Object.assign(object.userData, gltfDef.extras); } else {
false
Other
mrdoob
three.js
c0beca7103cd7c636af7c5afda1d9e0bd61f3547.json
Fix the inversion
examples/js/loaders/LDrawLoader.js
@@ -1132,6 +1132,20 @@ THREE.LDrawLoader = ( function () { } + // If the scale of the object is negated then the triangle winding order + // needs to be flipped. + var matrix = currentParseScope.matrix; + if ( + matrix.determinant() < 0 && ( + scope.separateObjects && isPrimitiveType( type ) || + ! scope.separateObjects + ) ) { + + currentParseScope.inverted = ! currentParseScope.inverted; + + } + + triangles = currentParseScope.triangles; lineSegments = currentParseScope.lineSegments; optionalSegments = currentParseScope.optionalSegments; @@ -1301,14 +1315,6 @@ THREE.LDrawLoader = ( function () { } - // If the scale of the object is negated then the triangle winding order - // needs to be flipped. - if ( matrix.determinant() < 0 ) { - - bfcInverted = ! bfcInverted; - - } - subobjects.push( { material: material, matrix: matrix,
false
Other
mrdoob
three.js
3e745a8acc4b92f3d93bdcf4ac779e5be3d5f5b5.json
Add example options for hiding and showing lines
examples/webgl_loader_ldraw.html
@@ -109,7 +109,9 @@ guiData = { modelFileName: modelFileList[ 'Car' ], envMapActivated: false, - separateObjects: false + separateObjects: false, + displayLines: true, + optionalLines: false }; gui = new dat.GUI(); @@ -134,6 +136,17 @@ } ); + gui.add( guiData, 'displayLines' ).name( 'Display Lines' ).onChange( function ( value ) { + + model.children[ 1 ].visible = value; + + } ); + + gui.add( guiData, 'optionalLines' ).name( 'Optional Lines' ).onChange( function ( value ) { + + model.children[ 2 ].visible = value; + + } ); window.addEventListener( 'resize', onWindowResize, false ); progressBarDiv = document.createElement( 'div' ); @@ -218,6 +231,9 @@ } + model.children[ 1 ].visible = guiData.displayLines; + model.children[ 2 ].visible = guiData.optionalLines; + // Adjust camera and light var bbox = new THREE.Box3().setFromObject( model );
false
Other
mrdoob
three.js
f26d0adfc6c433f28525edacd958597a1e49184b.json
Fix separate objects
examples/js/loaders/LDrawLoader.js
@@ -273,6 +273,14 @@ THREE.LDrawLoader = ( function () { var parentParseScope = scope.getParentParseScope(); + // Set current matrix + if ( subobject ) { + + parseScope.currentMatrix.multiplyMatrices( parentParseScope.currentMatrix, subobject.matrix ); + parseScope.matrix = subobject.matrix.clone(); + + } + // Add to cache var currentFileName = parentParseScope.currentFileName; if ( currentFileName !== null ) { @@ -362,6 +370,33 @@ THREE.LDrawLoader = ( function () { } else { + if ( scope.separateObjects ) { + + parseScope.lineSegments.forEach( ls => { + + ls.v0.applyMatrix4( parseScope.matrix ); + ls.v1.applyMatrix4( parseScope.matrix ); + + } ); + + parseScope.optionalSegments.forEach( ls => { + + ls.v0.applyMatrix4( parseScope.matrix ); + ls.v1.applyMatrix4( parseScope.matrix ); + + } ); + + parseScope.triangles.forEach( ls => { + + ls.v0 = ls.v0.clone().applyMatrix4( parseScope.matrix ); + ls.v1 = ls.v1.clone().applyMatrix4( parseScope.matrix ); + ls.v2 = ls.v2.clone().applyMatrix4( parseScope.matrix ); + + } ); + + } + + // TODO: we need to multiple matrices here // TODO: First, instead of tracking matrices anywhere else we // should just multiple everything here. @@ -388,12 +423,6 @@ THREE.LDrawLoader = ( function () { parseScope.mainEdgeColourCode = subobject.material.userData.edgeMaterial.userData.code; parseScope.currentFileName = subobject.originalFileName; - if ( ! scope.separateObjects ) { - - // Set current matrix - parseScope.currentMatrix.multiplyMatrices( parentParseScope.currentMatrix, subobject.matrix ); - - } // If subobject was cached previously, use the cached one var cached = scope.subobjectCache[ subobject.originalFileName.toLowerCase() ]; @@ -603,6 +632,7 @@ THREE.LDrawLoader = ( function () { mainColourCode: topParseScope ? topParseScope.mainColourCode : '16', mainEdgeColourCode: topParseScope ? topParseScope.mainEdgeColourCode : '24', currentMatrix: new THREE.Matrix4(), + matrix: new THREE.Matrix4(), // If false, it is a root material scope previous to parse isFromParse: true, @@ -1016,7 +1046,7 @@ THREE.LDrawLoader = ( function () { if ( ! scope.separateObjects ) { - v.applyMatrix4( parentParseScope.currentMatrix ); + v.applyMatrix4( currentParseScope.currentMatrix ); }
false
Other
mrdoob
three.js
0360f30b550f1b40d6c6e838324b2a18ee972768.json
Update WebGLRenderer docs (build in -> built in) As stated in title, "build in" appears to be a mistake and should be "built in"
docs/api/en/renderers/WebGLRenderer.html
@@ -425,7 +425,7 @@ <h3>[method:null renderBufferImmediate]( [param:Object3D object], [param:shaderp <h3>[method:null setAnimationLoop]( [param:Function callback] )</h3> <p>[page:Function callback] — The function will be called every available frame. If `null` is passed it will stop any already ongoing animation.</p> - <p>A build in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p> + <p>A built in function that can be used instead of [link:https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame requestAnimationFrame]. For WebVR projects this function must be used.</p> <h3>[method:null setClearAlpha]( [param:Float alpha] )</h3> <p>Sets the clear alpha. Valid input is a float between *0.0* and *1.0*.</p>
false
Other
mrdoob
three.js
0874f22ba084ac82f0bf4e9395e714d01cd172a6.json
Add bevelOffset to type definitions.
src/geometries/ExtrudeGeometry.d.ts
@@ -13,6 +13,7 @@ export interface ExtrudeGeometryOptions { bevelEnabled?: boolean; bevelThickness?: number; bevelSize?: number; + bevelOffset?: number; bevelSegments?: number; extrudePath?: CurvePath<Vector3>; UVGenerator?: UVGenerator;
true
Other
mrdoob
three.js
0874f22ba084ac82f0bf4e9395e714d01cd172a6.json
Add bevelOffset to type definitions.
src/geometries/TextGeometry.d.ts
@@ -10,6 +10,7 @@ export interface TextGeometryParameters { bevelEnabled?: boolean; bevelThickness?: number; bevelSize?: number; + bevelOffset?: number; bevelSegments?: number; } @@ -24,6 +25,7 @@ export class TextBufferGeometry extends ExtrudeBufferGeometry { bevelEnabled: boolean; bevelThickness: number; bevelSize: number; + bevelOffset: number; bevelSegments: number; }; } @@ -39,6 +41,7 @@ export class TextGeometry extends ExtrudeGeometry { bevelEnabled: boolean; bevelThickness: number; bevelSize: number; + bevelOffset: number; bevelSegments: number; }; }
true
Other
mrdoob
three.js
f4fb49e3d5b6d738baf367246f5fc83f86a9828d.json
Remove incorrect comment about lambert material
examples/js/loaders/LDrawLoader.js
@@ -859,7 +859,7 @@ THREE.LDrawLoader = ( function () { case LDrawLoader.FINISH_TYPE_RUBBER: - // Rubber is best simulated with Lambert + // Rubber finish material = new THREE.MeshStandardMaterial( { color: colour, roughness: 0.9, metalness: 0 } ); canHaveEnvMap = false; break;
false
Other
mrdoob
three.js
672258ec1dcaf18a809d1b2b52628540f1290ee7.json
Add .toJSON to BufferAttribute
src/core/BufferAttribute.js
@@ -319,6 +319,16 @@ Object.assign( BufferAttribute.prototype, { return new this.constructor( this.array, this.itemSize ).copy( this ); + }, + + toJSON: function() { + + return { + itemSize: this.itemSize, + type: this.array.constructor.name, + array: Array.prototype.slice.call( this.array ), + normalized: this.normalized + }; } } );
true
Other
mrdoob
three.js
672258ec1dcaf18a809d1b2b52628540f1290ee7.json
Add .toJSON to BufferAttribute
src/core/BufferGeometry.js
@@ -1063,12 +1063,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy var attribute = attributes[ key ]; - var attributeData = { - itemSize: attribute.itemSize, - type: attribute.array.constructor.name, - array: Array.prototype.slice.call( attribute.array ), - normalized: attribute.normalized - }; + var attributeData = attribute.toJSON(); if ( attribute.name !== '' ) attributeData.name = attribute.name; @@ -1089,12 +1084,7 @@ BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototy var attribute = attributeArray[ i ]; - var attributeData = { - itemSize: attribute.itemSize, - type: attribute.array.constructor.name, - array: Array.prototype.slice.call( attribute.array ), - normalized: attribute.normalized - }; + var attributeData = attribute.toJSON(); if ( attribute.name !== '' ) attributeData.name = attribute.name;
true
Other
mrdoob
three.js
672258ec1dcaf18a809d1b2b52628540f1290ee7.json
Add .toJSON to BufferAttribute
src/core/InstancedBufferAttribute.js
@@ -36,6 +36,18 @@ InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribu return this; + }, + + toJSON: function () { + + var data = BufferAttribute.prototype.toJSON.call( this ); + + data.meshPerAttribute = this.meshPerAttribute; + + data.isInstancedBufferAttribute = true; + + return data; + } } );
true
Other
mrdoob
three.js
480fd36a21768b6524e8ff24d6f47c4b41e4398a.json
fix box3 example
docs/api/en/math/Box3.html
@@ -20,25 +20,19 @@ <h2>Example</h2> <code> // Creating the object whose bounding box we want to compute - var sphereGeom = new THREE.SphereGeometry(); var sphereObject = new THREE.Mesh( - sphereGeom, + new THREE.SphereGeometry(), new THREE.MeshBasicMaterial( 0xff0000 ) ); - // Creating the actual bounding box with Box3 sphereObject.geometry.computeBoundingBox(); - var BBox = new THREE.Box3( - sphereObject.geometry.boundingBox.min, - sphereObject.geometry.boundingBox.max - ); + var box = sphereObject.geometry.boundingBox.clone(); - // Moving the sphere - sphereObject.position.set( 7, 7, 7 ); - - // Updating the bounding box - // (to repeat each time the object is moved, rotated or scaled) - BBox.copy( sphereObject.geometry.boundingBox ).applyMatrix4( sphereObject.matrixWorld ); + // ... + + // In the animation loop, to keep the bounding box updated after move/rotate/scale operations + sphereObject.updateMatrixWorld( true ); + box.copy( sphereObject.geometry.boundingBox ).applyMatrix4( sphereObject.matrixWorld ); </code>
false
Other
mrdoob
three.js
2af956b1a50cfe66bdd5e324009e1eb5f133f349.json
remove unused code
examples/webgl_materials_compile.html
@@ -58,7 +58,6 @@ var frame = new NodeFrame(); var teapot; var controls; - var rtTexture, rtMaterial; var meshes = []; document.getElementById( "preload" ).addEventListener( 'click', function () { @@ -151,20 +150,6 @@ if ( mesh.material ) mesh.material.dispose(); - if ( rtTexture ) { - - rtTexture.dispose(); - rtTexture = null; - - } - - if ( rtMaterial ) { - - rtMaterial.dispose(); - rtMaterial = null; - - } - var mtl = new PhongNodeMaterial(); var time = new TimerNode(); @@ -218,8 +203,6 @@ renderer.setSize( width, height ); - if ( rtTexture ) rtTexture.setSize( width, height ); - } function animate() {
false
Other
mrdoob
three.js
898020bebbf2c15a2d7734813d0c4aaa05f00f96.json
Avoid unnecessary instantiation of objects
examples/js/postprocessing/OutlinePass.js
@@ -67,10 +67,10 @@ THREE.OutlinePass = function ( resolution, scene, camera, selectedObjects ) { var MAX_EDGE_GLOW = 4; this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS ); - this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); + this.separableBlurMaterial1.uniforms[ "texSize" ].value.set( resx, resy ); this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1; this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW ); - this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) ); + this.separableBlurMaterial2.uniforms[ "texSize" ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) ); this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW; // Overlay material @@ -142,15 +142,15 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype this.renderTargetMaskDownSampleBuffer.setSize( resx, resy ); this.renderTargetBlurBuffer1.setSize( resx, resy ); this.renderTargetEdgeBuffer1.setSize( resx, resy ); - this.separableBlurMaterial1.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); + this.separableBlurMaterial1.uniforms[ "texSize" ].value.set( resx, resy ); resx = Math.round( resx / 2 ); resy = Math.round( resy / 2 ); this.renderTargetBlurBuffer2.setSize( resx, resy ); this.renderTargetEdgeBuffer2.setSize( resx, resy ); - this.separableBlurMaterial2.uniforms[ "texSize" ].value = new THREE.Vector2( resx, resy ); + this.separableBlurMaterial2.uniforms[ "texSize" ].value.set( resx, resy ); }, @@ -285,7 +285,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects this.changeVisibilityOfNonSelectedObjects( false ); this.renderScene.overrideMaterial = this.prepareMaskMaterial; - this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new THREE.Vector2( this.renderCamera.near, this.renderCamera.far ); + this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value.set( this.renderCamera.near, this.renderCamera.far ); this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture; this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix; renderer.setRenderTarget( this.renderTargetMaskBuffer ); @@ -317,7 +317,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype // 3. Apply Edge Detection Pass this.fsQuad.material = this.edgeDetectionMaterial; this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture; - this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new THREE.Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); + this.edgeDetectionMaterial.uniforms[ "texSize" ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1; this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2; renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); @@ -390,7 +390,7 @@ THREE.OutlinePass.prototype = Object.assign( Object.create( THREE.Pass.prototype uniforms: { "depthTexture": { value: null }, "cameraNearFar": { value: new THREE.Vector2( 0.5, 0.5 ) }, - "textureMatrix": { value: new THREE.Matrix4() } + "textureMatrix": { value: null } }, vertexShader: [
true
Other
mrdoob
three.js
898020bebbf2c15a2d7734813d0c4aaa05f00f96.json
Avoid unnecessary instantiation of objects
examples/jsm/postprocessing/OutlinePass.js
@@ -87,10 +87,10 @@ var OutlinePass = function ( resolution, scene, camera, selectedObjects ) { var MAX_EDGE_GLOW = 4; this.separableBlurMaterial1 = this.getSeperableBlurMaterial( MAX_EDGE_THICKNESS ); - this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy ); + this.separableBlurMaterial1.uniforms[ "texSize" ].value.set( resx, resy ); this.separableBlurMaterial1.uniforms[ "kernelRadius" ].value = 1; this.separableBlurMaterial2 = this.getSeperableBlurMaterial( MAX_EDGE_GLOW ); - this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( Math.round( resx / 2 ), Math.round( resy / 2 ) ); + this.separableBlurMaterial2.uniforms[ "texSize" ].value.set( Math.round( resx / 2 ), Math.round( resy / 2 ) ); this.separableBlurMaterial2.uniforms[ "kernelRadius" ].value = MAX_EDGE_GLOW; // Overlay material @@ -162,15 +162,15 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), { this.renderTargetMaskDownSampleBuffer.setSize( resx, resy ); this.renderTargetBlurBuffer1.setSize( resx, resy ); this.renderTargetEdgeBuffer1.setSize( resx, resy ); - this.separableBlurMaterial1.uniforms[ "texSize" ].value = new Vector2( resx, resy ); + this.separableBlurMaterial1.uniforms[ "texSize" ].value.set( resx, resy ); resx = Math.round( resx / 2 ); resy = Math.round( resy / 2 ); this.renderTargetBlurBuffer2.setSize( resx, resy ); this.renderTargetEdgeBuffer2.setSize( resx, resy ); - this.separableBlurMaterial2.uniforms[ "texSize" ].value = new Vector2( resx, resy ); + this.separableBlurMaterial2.uniforms[ "texSize" ].value.set( resx, resy ); }, @@ -305,7 +305,7 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), { // Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects this.changeVisibilityOfNonSelectedObjects( false ); this.renderScene.overrideMaterial = this.prepareMaskMaterial; - this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value = new Vector2( this.renderCamera.near, this.renderCamera.far ); + this.prepareMaskMaterial.uniforms[ "cameraNearFar" ].value.set( this.renderCamera.near, this.renderCamera.far ); this.prepareMaskMaterial.uniforms[ "depthTexture" ].value = this.renderTargetDepthBuffer.texture; this.prepareMaskMaterial.uniforms[ "textureMatrix" ].value = this.textureMatrix; renderer.setRenderTarget( this.renderTargetMaskBuffer ); @@ -337,7 +337,7 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), { // 3. Apply Edge Detection Pass this.fsQuad.material = this.edgeDetectionMaterial; this.edgeDetectionMaterial.uniforms[ "maskTexture" ].value = this.renderTargetMaskDownSampleBuffer.texture; - this.edgeDetectionMaterial.uniforms[ "texSize" ].value = new Vector2( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); + this.edgeDetectionMaterial.uniforms[ "texSize" ].value.set( this.renderTargetMaskDownSampleBuffer.width, this.renderTargetMaskDownSampleBuffer.height ); this.edgeDetectionMaterial.uniforms[ "visibleEdgeColor" ].value = this.tempPulseColor1; this.edgeDetectionMaterial.uniforms[ "hiddenEdgeColor" ].value = this.tempPulseColor2; renderer.setRenderTarget( this.renderTargetEdgeBuffer1 ); @@ -410,7 +410,7 @@ OutlinePass.prototype = Object.assign( Object.create( Pass.prototype ), { uniforms: { "depthTexture": { value: null }, "cameraNearFar": { value: new Vector2( 0.5, 0.5 ) }, - "textureMatrix": { value: new Matrix4() } + "textureMatrix": { value: null } }, vertexShader: [
true
Other
mrdoob
three.js
90d0d0ed60e1d33fbde0babb28741e6e22ae4f11.json
reduce heap use if WebGL2 partial buffer update.
src/renderers/WebGLRenderer.js
@@ -278,7 +278,7 @@ function WebGLRenderer( parameters ) { info = new WebGLInfo( _gl ); properties = new WebGLProperties(); textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ); - attributes = new WebGLAttributes( _gl ); + attributes = new WebGLAttributes( _gl, capabilities ); geometries = new WebGLGeometries( _gl, attributes, info ); objects = new WebGLObjects( _gl, geometries, attributes, info ); morphtargets = new WebGLMorphtargets( _gl );
true
Other
mrdoob
three.js
90d0d0ed60e1d33fbde0babb28741e6e22ae4f11.json
reduce heap use if WebGL2 partial buffer update.
src/renderers/webgl/WebGLAttributes.d.ts
@@ -1,9 +1,10 @@ +import { WebGLCapabilities } from "./WebGLCapabilities"; import { BufferAttribute } from "../../core/BufferAttribute"; import { InterleavedBufferAttribute } from "../../core/InterleavedBufferAttribute"; export class WebGLAttributes { - constructor( gl: WebGLRenderingContext | WebGL2RenderingContext ); + constructor( gl: WebGLRenderingContext | WebGL2RenderingContext, capabilities: WebGLCapabilities ); get( attribute: BufferAttribute | InterleavedBufferAttribute ): { buffer: WebGLBuffer,
true
Other
mrdoob
three.js
90d0d0ed60e1d33fbde0babb28741e6e22ae4f11.json
reduce heap use if WebGL2 partial buffer update.
src/renderers/webgl/WebGLAttributes.js
@@ -2,7 +2,7 @@ * @author mrdoob / http://mrdoob.com/ */ -function WebGLAttributes( gl ) { +function WebGLAttributes( gl, capabilities ) { var buffers = new WeakMap(); @@ -78,8 +78,17 @@ function WebGLAttributes( gl ) { } else { - gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, - array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + if ( capabilities.isWebGL2 ) { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array, updateRange.offset, updateRange.count ); + + } else { + + gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT, + array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) ); + + } updateRange.count = - 1; // reset range
true
Other
mrdoob
three.js
39a1ec8b9e407a942f434037470418db17a748b9.json
Update broken URL in comments.
examples/js/curves/CurveExtras.js
@@ -8,7 +8,7 @@ * http://en.wikipedia.org/wiki/Viviani%27s_curve * http://mathdl.maa.org/images/upload_library/23/stemkoski/knots/page4.html * http://www.mi.sanu.ac.rs/vismath/taylorapril2011/Taylor.pdf - * http://prideout.net/blog/?p=44 + * https://prideout.net/blog/old/blog/index.html@p=44.html */ THREE.Curves = ( function () {
true
Other
mrdoob
three.js
39a1ec8b9e407a942f434037470418db17a748b9.json
Update broken URL in comments.
examples/jsm/curves/CurveExtras.js
@@ -8,7 +8,7 @@ * http://en.wikipedia.org/wiki/Viviani%27s_curve * http://mathdl.maa.org/images/upload_library/23/stemkoski/knots/page4.html * http://www.mi.sanu.ac.rs/vismath/taylorapril2011/Taylor.pdf - * http://prideout.net/blog/?p=44 + * https://prideout.net/blog/old/blog/index.html@p=44.html */ import {
true
Other
mrdoob
three.js
39a1ec8b9e407a942f434037470418db17a748b9.json
Update broken URL in comments.
src/geometries/ParametricGeometry.js
@@ -3,7 +3,7 @@ * @author Mugen87 / https://github.com/Mugen87 * * Parametric Surfaces Geometry - * based on the brilliant article by @prideout http://prideout.net/blog/?p=44 + * based on the brilliant article by @prideout https://prideout.net/blog/old/blog/index.html@p=44.html */ import { Geometry } from '../core/Geometry.js';
true
Other
mrdoob
three.js
14d990849c82b70dcd87dfa828645fae2052ffd1.json
Revert the incorrect fix #18376
src/renderers/webgl/WebGLProgram.d.ts
@@ -15,8 +15,8 @@ export class WebGLProgram { cacheKey: string; // unique identifier for this program, used for looking up compiled programs from cache. usedTimes: number; program: any; - vertexShader: string; - fragmentShader: string; + vertexShader: WebGLShader; + fragmentShader: WebGLShader; numMultiviewViews: number; /** * @deprecated Use {@link WebGLProgram#getUniforms getUniforms()} instead.
false
Other
mrdoob
three.js
e7f316c7a7cc0262e1e58ce485d60dc3112cf769.json
Add reference to issue
src/renderers/webgl/WebGLTextures.js
@@ -1133,7 +1133,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, _gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer ); // see #18905 } else {
false
Other
mrdoob
three.js
bf1b3f8f1c8cf265c9e47e5d45ef17b2f8c5b502.json
Update jsfiddle with working cdn RawGit has shut down, and because of this the link in our readme no longer works. This PR migrates the jsfiddle example to use jsDelivr instead.
README.md
@@ -64,7 +64,7 @@ function animate() { } ``` -If everything went well you should see [this](https://jsfiddle.net/f2Lommf5/). +If everything went well you should see [this](https://jsfiddle.net/3hkq1L4s/). ### Change log ###
false
Other
mrdoob
three.js
91e2f1108de3a0ffc7671165752e6a6e188d4e8a.json
Fix bug preventing planes from rendering
examples/webgl_clipping_advanced.html
@@ -1,7 +1,7 @@ <!DOCTYPE html> <html lang="en"> <head> - <title>three.js webgl - clipping planes</title> + <title>three.js webgl - clipping planes - advanced</title> <meta charset="utf-8"> <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0"> <link type="text/css" rel="stylesheet" href="main.css"> @@ -249,8 +249,10 @@ } ); - volumeVisualization.add( - new THREE.Mesh( planeGeometry, material ) ); + var mesh = new THREE.Mesh( planeGeometry, material ); + mesh.matrixAutoUpdate = false; + + volumeVisualization.add( mesh ); }
false
Other
mrdoob
three.js
d64351575ab16ebd4aa86211f1897760d9bf04be.json
Upgrade dev dependencies.
examples/jsm/csm/CSMHelper.js
@@ -83,15 +83,15 @@ class CSMHelper extends Group { this.scale.copy( camera.scale ); this.updateMatrixWorld( true ); - while( cascadeLines.length > cascades ) { + while ( cascadeLines.length > cascades ) { this.remove( cascadeLines.pop() ); this.remove( cascadePlanes.pop() ); this.remove( shadowLines.pop() ); } - while( cascadeLines.length < cascades ) { + while ( cascadeLines.length < cascades ) { const cascadeLine = new Box3Helper( new Box3(), 0xffffff ); const planeMat = new MeshBasicMaterial( { transparent: true, opacity: 0.1, depthWrite: false, side: DoubleSide } );
true