- 21 4月, 2012 1 次提交
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由 Mr.doob 提交于
Not sure if this should be enabled by default though.
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- 20 4月, 2012 3 次提交
- 18 4月, 2012 3 次提交
- 17 4月, 2012 3 次提交
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由 alteredq 提交于
That was a tough one: spotlights were randomly working / not-working based on completely unrelated stuff.
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由 Mr.doob 提交于
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由 ide user ide_gero3 提交于
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- 15 4月, 2012 6 次提交
- 14 4月, 2012 2 次提交
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由 Mr.doob 提交于
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由 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
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- 13 4月, 2012 2 次提交
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由 ide user ide_gero3 提交于
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由 Mr.doob 提交于
(Phewww!) I'm sure there are still things I missed...
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- 12 4月, 2012 2 次提交
- 11 4月, 2012 1 次提交
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由 ide user ide_gero3 提交于
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- 09 4月, 2012 1 次提交
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由 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.
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- 05 4月, 2012 1 次提交
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由 alteredq 提交于
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- 04 4月, 2012 1 次提交
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由 alteredq 提交于
Added CustomBlending mode. Added texture.premultiplyAlpha parameter. Added standard and custom blending examples. Thanks to @toji for the suggestion.
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- 03 4月, 2012 1 次提交
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由 alteredq 提交于
This probably could be done in some nicer way, but at least there is no more direct dependency in WebGLRenderer (and lib shrunk ;).
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- 02 4月, 2012 1 次提交
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由 Sebastien Valette 提交于
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- 30 3月, 2012 2 次提交
- 18 3月, 2012 1 次提交
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由 alteredq 提交于
Set it to "true" to rebuild the shader. As per discussion in #1534
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- 15 3月, 2012 1 次提交
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由 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.
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- 14 3月, 2012 1 次提交
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由 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.
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- 06 3月, 2012 1 次提交
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由 Erik Kitson 提交于
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- 21 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 20 2月, 2012 2 次提交
- 16 2月, 2012 2 次提交
- 15 2月, 2012 1 次提交
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由 Mr.doob 提交于
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