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Bug Fixes / Changes
SkinEval is now correctly bound with the root transform of a skinned mesh.ClearBuffer object in your render graph. This is to ensure the same results on all platforms.Added
Bitmap to JavaScript. This gives you more control over how images are loaded before becoming textures.
Examples:
Related new functions are:
Texture2D.drawImage()TextureCUBE.drawImage()Texture.generateMips()Bitmap.generateMips()Bitmap.flipVertically()Pack.createBitmapsFromRawData()Pack.createRawDataFromDataURL()Pack.createFileRequest('RAWDATA')The following functions are deprecated:
Pack.createFileRequest('TEXTURE')Pack.createTextureFromRawData()Instead, if you have RawData, you can call
o3djs.texture.createTextureFromRawData()Other related functions are
o3djs.texture.createTextureFromBitmaps()o3djs.texture.createCubeTextureFrom6Bitmaps()Also changed all samples and o3djs libraries to use Bitmap to load textures.
mode id = Renderer.DISPLAY_MODE_DEFAULT, now just creates a full-screen window instead of switching the entire OS to full-screen mode. This makes the transition to full-screen mode much faster.Pack.createRawDatafromDataURL(). Used in combination with Pack.createBitmapsFromRawData(), you can now take in graphics from the HTML5 canvas tag and other places.Client.toDataURL() returns a dataURL (screenshot) of the O3D area. This call can be used with img tags and other things in browsers that support dataURLs.O3D_FORCE_SOFTWARE_RENDERER to force the software renderer for testing.Texture2D.getRect() and TextureCUBE.getRect()Known Issues
DISPLAY_MODE_DEFAULT does not work reliably on Windows Vista.Bug Fixes
o3djs now only pulls scripts marked with id="o3dscript" into V8.RenderSurfaceSet objects.Other Plug-in Changes
ParamArray in shaders.client.clientInfo.ParamRenderSurface and ParamRenderDepthStencilSurface.Samples Changes
box2d library.Utilities Changes
o3djs sample libraries which lowers latency. All our live samples now use this version.Tools Changes
--file_paths option to sample o3dConverter to make it easier to convert existing COLLADA files.(POSITION, NORMAL, ...) from non-skinned streams (COLOR, TEXCOORD).Added
Texture2D.setRect(level, destinationX, destinationY, sourceWidth, arrayOfNumbers):
Lets you set a rectangular area of a texture from JavaScript.o3djs.math.modClamp: Clamps something using modulo; handles negative values.
o3djs.math.modClamp(7, 10) = 7 o3djs.math.modClamp(-3, 10) = 7
o3djs.math.lerpCircular: Lerps in a circle—for example, if the range is 0 to 100 and you are going from 98 to 2, it will go 98, 99, 0, 1, 2 (around the circle).
o3djs.math.lerpRadian: Calls lerpCircular() with Math.PI * 2 for the range.
LargeGeometryFloatingPointTexturesYou can also specify NotAntiAliased for o3d_features, which forces anti-aliasing off.
oncontextmenu support.UByteNField support.
Also now, by default, vertex color fields in a COLLADA file are converted to UByteNFields, which saves space in our sample converter.
o3djs/effect.js) now support a specularFactor setting from 3ds Max.OneShot particle emitter (good for puffs, explosions, fireworks, etc.): See samples/particles.html.o3djs.effect.createEffectFromFile(): Loads an fx string and creates the effect.
o3djs.material.createMaterialFromFile(): Loads an fx string, creates an effect,
and creates a material using that effect.
o3djs.material.bindParamsOnMaterial(): Given a JavaScript object of O3D params, connects them to the corresponding params on a material.
o3djs.material.bindParams(): Given a JavaScript object of O3D params, connects them to the the corresponding params on all materials in a pack.
o3djs.material.createParams(): Creates a params from a JavaScript object, where the name of each property of the object is the name of the param to create and the property's value is the type of param to create.
o3djs.material.createStandardParams(): Creates the params the shader builder -effect.js- expects for globals, (for example, lightColor, lightWorldPos).
o3djs.material.createAndBindStandardParams(): Creates the standard params and binds them to all the materials in a pack. Effectively, this calls o3djs.material.createStandardParams() and then calls o3djs.material.bindParams().
o3djs.math.matrix4.mulo3djs.math.matrix4.copyo3djs.math.matrix4.deto3djs.math.matrix4.inverseChanged
o3djs.util.makeClients: The second argument is now the application's requirements, as in
o3djs.util.makeClients(initStep2, 'LargeGeometry,FloatingPointTextures')
See Performance Tuning.
Removed
Fixed
o3djs.picking bug that occurred when tree traversal encounters a transform with no shapes below it.o3djs.loader.loadScene() to have opt_options.Bug Fixes
Other Plug-in Changes
addressModeW setting.Samples/Utilities Changes
o3djs/shape.js is now split into two files, shape.js and element.js.
o3djs/quaternions.js: Changed quaternion representation from[w, x, y, z] to [x, y, z, w]. The scalar part, w, is now the fourth component.particle.js and the sample particles.html.effects.js related to making shaders for normal mapped assets.o3djs/debug.js: Added createSphere and createCube utilities to let you create those in arbitrary space.o3djs/math.js: Added method to create a 4-by-4 perspective transformation given a set of clipping planes.o3djs/math.js: Added aliases for inverse, multiply, and the determinant of 4-by-4 matrices.Tools Changes
.fx) file and converts it into the shader format accepted by O3D..tgz to .o3dtgz to avoid issues on certain server configurations (blog post with details to follow).Known Issues
If you have already installed the O3D plug-in but are still seeing a message that the page requires the O3D plug-in to be installed as you try to load O3D content in Internet Explorer on Windows Vista, we recommend you try the following steps: