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CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved.
CanvasRenderer now with ShadingSmooth, or something along the lines...
1 parent 724870d commit a2acf0b

31 files changed

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build/Three.js

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build/ThreeDebug.js

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examples/camera_orthographic.html

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@@ -71,10 +71,11 @@
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// Cubes
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var geometry = new Cube( 50, 50, 50 );
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var material = new THREE.MeshLambertMaterial( { color: 0xffffff, shading: THREE.FlatShading } );
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for ( var i = 0; i < 100; i ++ ) {
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var cube = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial( { color: 0xffffff, opacity: Math.random() * 0.5 + 0.5 } ) );
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var cube = new THREE.Mesh( geometry, material );
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cube.overdraw = true;
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cube.scale.y = Math.floor( Math.random() * 2 + 1 );
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<script type="text/javascript" src="../src/materials/MeshLambertMaterial.js"></script>
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<script type="text/javascript" src="../src/materials/MeshPhongMaterial.js"></script>
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<script type="text/javascript" src="../src/materials/MeshDepthMaterial.js"></script>
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<script type="text/javascript" src="../src/materials/MeshNormalMaterial.js"></script>
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<script type="text/javascript" src="../src/materials/MeshFaceMaterial.js"></script>
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<script type="text/javascript" src="../src/materials/ParticleBasicMaterial.js"></script>
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<script type="text/javascript" src="../src/materials/ParticleCircleMaterial.js"></script>
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<script type="text/javascript" src="../src/renderers/SVGRenderer.js"></script>
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<script type="text/javascript" src="../src/renderers/WebGLRenderer.js"></script>
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<script type="text/javascript" src="../src/renderers/renderables/RenderableFace3.js"></script>
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<script type="text/javascript" src="../src/renderers/renderables/RenderableFace4.js"></script>
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<script type="text/javascript" src="../src/renderers/renderables/RenderableParticle.js"></script>
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<script type="text/javascript" src="../src/renderers/renderables/RenderableLine.js"></script>
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@@ -68,6 +68,7 @@
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var container, stats;
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var camera, scene, renderer, objects;
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var pointLight;
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var sphere;
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var windowHalfX = window.innerWidth / 2;
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var windowHalfY = window.innerHeight / 2;
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var moveForward = false,
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moveBackwards = false,
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moveUp = false,
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moveDown = false,
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moveLeft = false,
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moveRight = false,
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var moveForward = false, moveBackwards = false,
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moveUp = false, moveDown = false,
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moveLeft = false, moveRight = false,
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yawLeft = false,
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yawRight = false,
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pitchUp = false,
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pitchDown = false,
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rollLeft = false,
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rollRight = false;
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yawLeft = false, yawRight = false,
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pitchUp = false, pitchDown = false,
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rollLeft = false, rollRight = false;
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var debugContext;
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init();
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setInterval(loop, 1000/60);
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setInterval( loop, 1000 / 60 );
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function init() {
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container = document.createElement('div');
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document.body.appendChild(container);
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container = document.createElement( 'div' );
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document.body.appendChild( container );
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camera = new THREE.Camera( 45, window.innerWidth / window.innerHeight, 1, 10000 );
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camera.position.y = 150;
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objects = [];
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geometry = new Sphere( 100, 16, 8 );
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material = new THREE.MeshLambertMaterial( { color: 0xffffff, opacity: 1 } );
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material = new THREE.MeshLambertMaterial( { color: 0xffffff, opacity: 1/*, shading: THREE.FlatShading*/ } );
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for ( var i = 0; i < 10; i ++ ) {
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directionalLight.position.normalize();
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scene.addLight( directionalLight );
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var pointLight = new THREE.PointLight( 0xff0000, 1 );
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pointLight = new THREE.PointLight( 0xff0000, 1 );
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scene.addLight( pointLight );
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renderer = new THREE.CanvasRenderer();
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renderer.setSize( window.innerWidth, window.innerHeight );
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examples/geometry_birds.html

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<script type="text/javascript" src="js/Stats.js"></script>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="geometry/Bird.js"></script>
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<script type="text/javascript" src="obj/Bird.js"></script>
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<script type="text/javascript">
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examples/geometry_cube.html

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cube = new THREE.Mesh( new Cube( 200, 200, 200, 1, 1, materials ), new THREE.MeshFaceMaterial() );
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cube.position.y = 150;
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cube.overdraw = true;
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scene.addObject( cube );
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// Plane
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plane = new THREE.Mesh( new Plane( 200, 200 ), new THREE.MeshBasicMaterial( { color: 0xe0e0e0 } ) );
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plane.rotation.x = -90 * ( Math.PI / 180 );
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plane.overdraw = true;
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scene.addObject( plane );
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renderer = new THREE.CanvasRenderer();

examples/geometry_earth.html

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scene.addObject(mesh);
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mesh = new THREE.Mesh( new Sphere( 200, 20, 20 ), loadImage( 'textures/land_ocean_ice_cloud_2048.jpg' ) );
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mesh.overdraw = true;
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scene.addObject(mesh);
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renderer = new THREE.CanvasRenderer();

examples/geometry_panorama.html

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<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - panorama demo. cubemap by <a href="http://www.zfight.com/" target="_blank">Jochum Skoglund</a>.</div>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="../src/extras/primitives/Cube.js"></script>
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<script type="text/javascript">

examples/interactive_voxelpainter.html

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var position = new THREE.Vector3().add( intersects[ 0 ].point, intersects[ 0 ].object.rotationMatrix.transform( intersects[ 0 ].face.normal.clone() ) );
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var voxel = new THREE.Mesh( new Cube( 50, 50, 50 ), [ new THREE.MeshLambertMaterial( { color: 0x00ff80, opacity: 1 } ), new THREE.MeshFaceMaterial() ] );
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var voxel = new THREE.Mesh( new Cube( 50, 50, 50 ), [ new THREE.MeshLambertMaterial( { color: 0x00ff80, opacity: 1, shading: THREE.FlatShading } ), new THREE.MeshFaceMaterial() ] );
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voxel.position.x = Math.floor( position.x / 50 ) * 50 + 25;
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voxel.position.y = Math.floor( position.y / 50 ) * 50 + 25;
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voxel.position.z = Math.floor( position.z / 50 ) * 50 + 25;

examples/lights_pointlights.html

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overflow: hidden;
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}
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#info {
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#info {
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position: absolute;
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top: 0px; width: 100%;
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color: #ffffff;
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</div>
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<script type="text/javascript" src="../build/Three.js"></script>
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<script type="text/javascript" src="geometry/WaltHead.js"></script>
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<script type="text/javascript" src="obj/WaltHead.js"></script>
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<script type="text/javascript">
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