- 24 12月, 2012 1 次提交
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由 Mr.doob 提交于
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- 23 12月, 2012 2 次提交
- 22 12月, 2012 13 次提交
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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
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由 Mr.doob 提交于
I tried to replace the box.js with CubeGeometry but I guess material.side is still not implemented.
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由 alteredq 提交于
WebGLDeferredRenderer: made attenuation parameters properties of AreaLight instead of hardcoded constants.
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由 alteredq 提交于
Up vector can go outside of the shader. Attenuation can be computed only for lit pixels. Also removed magic 1.5 constant in diffuse term.
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由 alteredq 提交于
Using original ArKano22's way: http://www.gamedev.net/topic/552315-glsl-area-light-implementation/
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由 alteredq 提交于
Also added forgotten AreaLight.js
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由 alteredq 提交于
Moved computation of view space position, normal and right vectors out of shader into JS and passing them as per-light uniforms.
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由 alteredq 提交于
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由 alteredq 提交于
To be continued ... todo: - optimize vectors that don't need to be computed in shaders - use material albedo - add specular term - wrapAround lighting (if possible) - make attenuation parameters uniforms or defines instead of hardcoding them - this is not using surface normal anywhere, this can't be right? - maybe some box proxy instead of full-screen quad See #2624
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 21 12月, 2012 16 次提交
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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
See #2803
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由 alteredq 提交于
And this should be it. Probably our longest standing bug. Relief ;)
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由 alteredq 提交于
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由 alteredq 提交于
It seems the mystery that was puzzling us for years were quaternion indices (Blender's wxyz vs ours xyzw which wasn't noticeable when using numerical indices). Local rotations now already ok, still need to deal with global scene rotation. See #2803
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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 Ben Houston 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
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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
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- 20 12月, 2012 8 次提交
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由 Mr.doob 提交于
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由 Ben Houston 提交于
remove duplicate Quaternion.toEuler (already on Vector3.setEulerFromQuaternion), expand Quat unit test, fix merge.
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由 Ben Houston 提交于
Conflicts: test/sources.html
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由 Ben Houston 提交于
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由 Ben Houston 提交于
add new credits to Quaternion.js, expand Quaternion unit tests, move Matrix4 set* methods to standard file location.
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由 Ben Houston 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Also more shader refactoring and unifications across light types.
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