1. 21 4月, 2012 1 次提交
  2. 20 4月, 2012 3 次提交
  3. 18 4月, 2012 3 次提交
  4. 17 4月, 2012 3 次提交
  5. 15 4月, 2012 6 次提交
  6. 14 4月, 2012 2 次提交
    • M
      Removing some compiler warnings. · 3623c37b
      Mr.doob 提交于
      3623c37b
    • A
      Implemented real spotlights. · 1087cf8c
      alteredq 提交于
      This adds 2 extra parameters to SpotLight:
      
      - "angle" for controlling light cone width
      - "exponent" for controlling sideways light attenuation (from light->target axis towards edges of light cone)
      
      Warning: this changes appearance of everything that used old fake SpotLight. To get approximately similar look use these parameter values:
      
      ```
      spotLight.angle = Math.PI;
      spotLight.exponent = 1;
      ```
      
      Todo:
      
      - implement spotlights in normal map and skin shaders
      - check what's going on with vertex colors and ambient term in unlit parts
      - check shadowmap darkening vs unlit parts darkening
      - maybe some better formula for light cone attenuation, current one varies too wildly with cone angle
      1087cf8c
  7. 13 4月, 2012 2 次提交
  8. 12 4月, 2012 2 次提交
  9. 11 4月, 2012 1 次提交
  10. 09 4月, 2012 1 次提交
    • A
      Refactored handling of Matrix4 => Matrix3 inversion. · 9ab854de
      alteredq 提交于
      This is now done as method of Matrix3 object which gets as a parameter Matrix4 object to be inverted (to be consistent with how Matrix4 => Matrix4 inversion is done).
      
      As per discussion in #1615.
      9ab854de
  11. 05 4月, 2012 1 次提交
  12. 04 4月, 2012 1 次提交
  13. 03 4月, 2012 1 次提交
  14. 02 4月, 2012 1 次提交
  15. 30 3月, 2012 2 次提交
  16. 18 3月, 2012 1 次提交
  17. 15 3月, 2012 1 次提交
    • A
      Fixed particles sorting issues. · 4df44908
      alteredq 提交于
      Issue 1: when having multiple ParticleSystems, starting since second one particles got sorted according to wrong matrix (it was cumulating all transforms).
      Issue 2: particle sorting was using camera transform from the previous frame.
      
      This commit is scary, lot of potential for something getting messed up in a subtle way.
      4df44908
  18. 14 3月, 2012 1 次提交
    • A
      Changed depth sorting in WebGLRenderer to use world positions. · c1ce0dbb
      alteredq 提交于
      This fixes issue #1504
      
      Something similar would have to be done in Projector.
      
      Also while at it I found particles sorting is incorrect: it uses camera info from the previous frame plus _projScreenMatrix gets multiplied more times when there are more particle systems.
      c1ce0dbb
  19. 06 3月, 2012 1 次提交
  20. 21 2月, 2012 1 次提交
  21. 20 2月, 2012 2 次提交
  22. 16 2月, 2012 2 次提交
  23. 15 2月, 2012 1 次提交