- 29 9月, 2011 2 次提交
- 28 9月, 2011 1 次提交
-
-
由 zz85 提交于
-
- 27 9月, 2011 4 次提交
- 26 9月, 2011 6 次提交
-
-
由 alteredq 提交于
Should not refresh anything if material doesn't change for several objects in a row (in a single frame). Hope this didn't break something, I remember this being tricky. Went through examples and they seem to work ok, gained some fps in performance test. Also disabled sorting in depth-of-field example for some more fps gain. Still didn't figure out the original reason for recent fps drop in performance / dof examples :/
-
由 Ivo Benner 提交于
-
由 alteredq 提交于
Similarly like for geometry groups, iterating over object properties turned out to be bottleneck for some use cases: gained 5-10 fps in depth-of-field example (which btw for some reason got slower recently).
-
由 alteredq 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
Added ability to disable render passes to EffectComposer. Added simple blend shader to ShaderExtras.
-
- 25 9月, 2011 6 次提交
- 24 9月, 2011 14 次提交
-
-
由 alteredq 提交于
-
由 alteredq 提交于
Hopefully this fixes several problems: - ambient component not modulated by scene ambient light - specular component not getting light colors - unnecessary opacity use in lighting calculations - unnecessary vertex shader light computation for Phong - unnecessary use of one varying in Phong
-
由 Nicholas Kinsey 提交于
This reverts commit 285b51a1.
-
由 Nicholas Kinsey 提交于
-
由 Nicholas Kinsey 提交于
-
由 Nicholas Kinsey 提交于
-
由 Nicholas Kinsey 提交于
-
由 Nicholas Kinsey 提交于
-
由 Nicholas Kinsey 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
- 22 9月, 2011 5 次提交
- 21 9月, 2011 2 次提交