- 14 10月, 2011 4 次提交
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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 21 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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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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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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由 alteredq 提交于
This feels more intuitive, otherwise ambiently lit textured surfaces look weird.
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由 alteredq 提交于
Turns out I had it right before after all: to get rid of artefacts it should be multiplied by diffuse term (instead of being patched by conditional).
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- 07 10月, 2011 3 次提交