1. 29 12月, 2010 1 次提交
    • A
      Refactored uniforms cloning into separate file so that it can be reused also... · 0fe464c9
      alteredq 提交于
      Refactored uniforms cloning into separate file so that it can be reused also for MeshShaderMaterials.
      
      Also changed MeshShaderMaterial demos to show how to use cloning. For these particular demos uniforms cloning is not really necessary as they use only one instance of shader material, but for example, if there were two normal mapped models in one scene, each model would need separate material with own uniforms.
      0fe464c9
  2. 28 12月, 2010 2 次提交
  3. 27 12月, 2010 5 次提交
  4. 26 12月, 2010 3 次提交
    • A
      Resurrected exponential fog as FogExp2. · fb7788f0
      alteredq 提交于
      For the moment, only one type of fog is baked into shader, depending on scene.fog initial value.
      
      If use case arise for dynamic fog type switching, this could be changed, though than both fogs would need to be computed all the time :S.
      fb7788f0
    • A
      Added clear color parameter to WebGLRenderer constructor, also added setClearColor API call. · 255c042b
      alteredq 提交于
      This allows to work around ANGLE antialiasing issue appearing when compositing WebGL framebuffer with transparent background color with HTML canvas element background (while keeping antialiasing on).
      
      WebGLRenderer constructor now takes JSON object with few optional parameters:
      
          renderer = new THREE.WebGLRenderer { scene: scene,
                                               antialias: true,
                                               clearColor: 0x000000,
                                               clearAlpha: 0 };
      
      Here is how to change clear color in runtime:
      
          renderer.setClearColor( 0xff0000, 1 );
      255c042b
    • M
      Cleaned up CanvasRenderer/MeshDepthMaterial code. · e46346c9
      Mr.doob 提交于
      Moved near/far values from MeshDepthMaterial to Camera (CanvasRenderer/WebGLRenderer/WebGLRenderer2).
      e46346c9
  5. 25 12月, 2010 2 次提交
  6. 24 12月, 2010 1 次提交
    • A
      Added antialiasing parameter to WebGLRenderer constructor. · 323228ac
      alteredq 提交于
      This is a workaround for Chrome ANGLE antialiasing issue manifested in geometry_terrain_fog demo:
      
      http://twitpic.com/3iftyh
      
      Problem happens in Chrome ANGLE when geometry is rendered with the same color as canvas background - then instead of expected nothing to be seen, there is a faint white outline at geometry borders.
      
      This issue is not specific to fog, even just rendering geometry with MeshBasicMaterial having the same color as background produces the same outline.
      
      TODO: create isolated test case and file ANGLE / Chromium bug.
      323228ac
  7. 21 12月, 2010 5 次提交
  8. 20 12月, 2010 2 次提交
  9. 19 12月, 2010 1 次提交
  10. 18 12月, 2010 5 次提交
  11. 17 12月, 2010 1 次提交
  12. 15 12月, 2010 1 次提交
  13. 14 12月, 2010 3 次提交
  14. 13 12月, 2010 2 次提交
  15. 12 12月, 2010 1 次提交
  16. 10 12月, 2010 5 次提交