- 19 10月, 2011 1 次提交
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由 alteredq 提交于
New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material. This version is able to light single untesselated quad correctly. Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms. Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
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- 18 10月, 2011 4 次提交
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由 alteredq 提交于
Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black. Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
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- 15 10月, 2011 5 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Also updated corresponding examples.
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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由 alteredq 提交于
Apparently iterating over object properties is dangerous even if that code path is not executed. Stress-testing particles buffers setting showed 60% performance increase (in Chrome) even when there were no custom attributes (and thus custom attributes handling code behind "if ( customAttributes )" was never executed). I suspect this may be caused by some V8 optimization heuristics.
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- 14 10月, 2011 5 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Changed few examples to use this.
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由 alteredq 提交于
Got tired of redoing deltas all the time. Not sure about API or implementation details, but so far seems to be useful. In future, we could for example have clocks that are slower / faster than realtime, or fixed step based.
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由 alteredq 提交于
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由 alteredq 提交于
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- 13 10月, 2011 3 次提交
- 12 10月, 2011 6 次提交
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由 alteredq 提交于
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由 alteredq 提交于
This is for being able to render shadowmap just once per frame - all dynamic cubemap faces and full scene can share the same shadowmap (at least until we don't have camera-specific fine-tuned shadowmaps).
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由 alteredq 提交于
Added morph to rendering testbed. Simplified shadowmap shader snippet gamma handling.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Do not merge, this is very experimental, not sure about correctness, also tons of unsolved things.
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- 11 10月, 2011 3 次提交
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由 alteredq 提交于
Finally, the trouble was at the application level: renderer.clear clears the current framebuffer, which, if you juggle multiple render targets, doesn't have to be necessarily the screen. Here it was the last face of cube render target.
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由 alteredq 提交于
Turns out before all cube texture faces shared a single depth buffer. Last cube face still missing.
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由 alteredq 提交于
Before lighting was messed up in dynamically generated cube maps. Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default). For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector). There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
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- 08 10月, 2011 13 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Remembered that @alteredq managed to get this working on a viewer for ro.me. So I just copied the code :)
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Pretty useless, no way I can try it and it's probably done in hardware anyway. But looks cool :P http://en.wikipedia.org/wiki/Parallax_barrier
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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