Releases: redcamel/RedGL2
Releases · redcamel/RedGL2
Master_V7.0
Outline properties have been added to Object3D.
- Related Issues : #672
- Outline Demo : 2D Mode
- Outline Demo : 3D Mode
- Outline Demo : skinning objects
// code
targetMesh.outlineThickness = 5
targetMesh.outlineAlpha = 1
targetMesh.outlineColor = "#ff0000"
Mesh Filter has been implemented.
- Like Photoshop filters, you can apply filter effects to every mesh.
- Mesh Filter Demo : 2D Mode
- Mesh Filter Demo : 3D Mode
- Mesh Filter + PostEffect Demo
-
Filter List
-
adjustments
- RedFilter_BrightnessContrast
- RedFilter_Gray
- RedFilter_HueSaturation
- RedFilter_Invert
- RedFilter_Threshold
-
blur
- RedFilter_Blur
- RedFilter_BlurX
- RedFilter_BlurY
- RedFilter_GaussianBlur
-
pixelate
- RedFilter_HalfTone
- RedFilter_Pixelize
-
RedFilter_Bloom
-
RedFilter_Convolution
-
RedFilter_Film
-
ETC
- The pivot calculation error has been fixed. #682
Master_V6.0
RedView unique key policy change- Related Issues : #666
- RedView 생성자 및 RedWorld 인스턴스 메서드 변경.
(RedView constructor & RedWorld instance method change.) -
before
RedView('Unique key', RedGL Instance, RedScene Instance, RedCamera)
-
now
- RedView는 더 이상 고유 키를 사용하지 않습니다.
(RedView no longer uses the unique key.)
RedView(RedGL Instance, RedScene Instance, RedCamera)
- 이제 (RedWorld Instance) .addView를 호출 할 때 고유 키가 지정되도록 변경되었습니다.
(The unique key has now been changed to be specified when calling (RedWorld Instance) .addView.)
(RedWorld Instance).addView(RedView Instance, 'unique key*')
- 고유 키는 addView 메소드로 RedView를 등록 할 때 선택 사항입니다.
( The unique key is optional when registering RedView with addView method.)
- RedView는 더 이상 고유 키를 사용하지 않습니다.
Object3D pivotX, pivotY, pivotZ - Related Issues : #663
// code
(RedMesh Instance).pivotX = 0;
(RedMesh Instance).pivotY = 1;
(RedMesh Instance).pivotZ = 2;
-
Demo : pivotX, pivotY, pivotZ
- Object3D에 Pivot Point 가 추가되었습니다.
(Pivot Point has been added to Object3D.)
Object3D lookAt - Related Issues : #649
// code
(RedMesh Instance).lookAt( x, y, z )
-
Demo : lookAt
- lookAt 메서드가 Object3D에 추가되었습니다.
(A lookAt method has been added to Object3D.)
RedDefinePropertyInfo.definePrototypes - Related Issues : #654
var RedBitmapMaterial = function(){};
RedDefinePropertyInfo.definePrototypes(
'RedBitmapMaterial',
['diffuseTexture', 'sampler2D', {essential: true}],
['alpha', 'number', {min: 0, max: 1}],
['usePreMultiply', 'boolean', samplerOption]
);
- RedDefinePropertyInfo.definePrototypes 기능이 추가되었습니다.
보다 편리하게 프로토타입 속성을 추가 할수 있습니다. - RedDefinePropertyInfo.definePrototypes feature added.
You can add prototype attributes more conveniently.
ETC
- 문서화 주석 정의가 변경되었습니다.
(Documentation annotation definition changed.)
/ ** DOC:
->/ * DOC
Master_V5.0
RedGL Master_V5.0
RedRenderer - Related Issues : #630
- 렌더 루프가 최적화되었습니다. 루프의 성능은 기존 루프에 비해 30 % 이상 향상되었습니다.
- The render loop has been optimized. The performance of the loop is improved by over 30% compared to the existing loop.
GLTF Skinning Animation - Related Issues : #637
-
GLTF Skinning Animation - Demo
-
GLTF Skinning Animation이 최적화되었습니다. 이전보다 300 % 이상 개선되었습니다. 이제 GPU 성능 범위에서 무한히 사용할 수 있습니다.
-
GLTF Skinning Animation has been optimized. More than 300% better than before. You can now use them infinitely in the GPU performance range.
GLTF MorphTarget Animation - Related Issues : #637
-
GLTF MorphTarget Animation - Demo
-
GLTF MorphTarget Animation이 최적화되었습니다. 이전보다 300 % 이상 개선되었습니다.
-
GLTF MorphTarget Animation has been optimized. More than 300% better than before.
Box Selection - Related Issues : #607
-
Box Selection - Demo
-
Box Selection 기능이 추가되었습니다.
-
Box Selection function added.
ScreenToWorld- Related Issues : #609
-
ScreenToWorld - Demo
-
ScreenToWorld 기능이 추가되었습니다.
-
ScreenToWorld function added.
TestCase Update - Related Issues : #610
LOD check performance - Related Issues : #643
-
LOD - Demo
-
LOD 확인 성능이 향상되었습니다.
-
LOD check performance Improved.
ETC.
- 개발 버전 콘솔의 시각화 향상.
- visualization of dev version console Improved. Related Issues : #614
- 타입체크 강화
- type check enhancement. Related Issues : #608
Master_V4.0
Master_V4.0
GLTF Loader
- supports GLTF multi-morph target animation. : Demo
- adding parse for COLOR_0(VEC3).
- Related Issues : #509, #549
MouseEvent
- Now, even if you use one RedScene as a scene in multiple RedView Individual events occur. : Demo
- A bug that does not reflect canvas offset position values has been fixed.
- Fixed a bug where mouse events were not handled in ie11.
- Related Issues : #585, #591, #590
RedLine
- Type property added.
RedLathe
Controller
- RedBasicController : Demo
- targetView property added. If you set the targetView on the controller, you can qualify the control within that RedView's area.
- RedObitController : Demo
- targetView property added. If you set the targetView on the controller, you can qualify the control within that RedView's area.
Master_V3.0
Master_V3.0
GLTF Loader
- Troubleshooting opacity, blending : #469
Test link
- GLTF NormalTangentMirror parser problem fixed. : #497
Test link
RedGL Instance
- RedGL.setSize - mobile bug fix : #503
Test link - Multi 'RedGL Instance' Rendering bug fixed. : #545
Test link
Materials
Texture
- discard UNPACK_FLIP_Y_WEBGL.
- By default, the FlipY option is not used.
RedText
Sprite3D
- If you do not use the perspectiveScale option, the scale in Sprite3D mode is determined by the vertical viewport size. : #533
Test link
RedGeometry
- add volume property(BoundBox) : #540
Master_V2.0
Master_V2.0
GLTF Loader
- Added glb parsing support. : #413 / sample
- Added GLTF Interpolation(CUBICSPLINE/STEP) parsing support. : #424 / sample
- add function of Morph Primitives parsing. : #425 / sample
- fixed problem for Quaternion normalize problem when interpolation of rotation animation. : #440 / sample
- The maximum number of joints has been increased (up to 256). : #448 : sample
- Added GLTF COLOR_0parsing support. : #456 / sample
- GLTF OES_element_index_uint is supported. : #457 / sample
- Added GLTF doubleSide parsing support. : #470 / sample
Dynamic webgl program has been improved.
- Dynamic webgl Program preparation performance improved by over 1,000%. Infinite dynamic programming is now possible.
- Point Lights: Up to 128 supported (reduced by hardware situation)
- Number of skinning joints: Up to 128 supported (reduced by hardware situation)
Master_V1.0
Master_V1.0