- 06 8月, 2012 1 次提交
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由 libra guest 提交于
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- 26 6月, 2012 1 次提交
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由 Mr.doob 提交于
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- 17 3月, 2012 1 次提交
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由 alteredq 提交于
Changed vertexColor default from "false" to "THREE.NoColor" constant. Added missing morphNormals parameter to ShaderMaterial.
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- 07 3月, 2012 1 次提交
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由 alteredq 提交于
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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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- 31 1月, 2012 1 次提交
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由 alteredq 提交于
It seems to work, though not sure yet how to handle some things. Also for the moment it's implemented just for Lambert material.
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- 30 1月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1207
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- 16 12月, 2011 1 次提交
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由 alteredq 提交于
With a little twist - per color component mixing of regular and wrap-around lightings.
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 10月, 2011 1 次提交
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由 alteredq 提交于
Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black. Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 9月, 2011 1 次提交
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由 alteredq 提交于
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- 31 3月, 2011 1 次提交
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由 Mr.doob 提交于
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
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- 11 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 10 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 28 2月, 2011 2 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 18 2月, 2011 1 次提交
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由 alteredq 提交于
- getters/setters are no more in Vector3 - object hierarchies thus don't use "isDirty" - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers - even without this, performance of hierarchies went up (a lot) - objects do not get passed renderer anymore - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?) - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter) - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different) - CanvasRender still broken, despite many efforts :( - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
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- 17 2月, 2011 1 次提交
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由 alteredq 提交于
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- 12 2月, 2011 1 次提交
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由 alteredq 提交于
This is to be able to control depth buffer writing / testing on per geometry chunk level (before it was possible just to hack it on per scene level via exposed GL context). Disabling depth test is useful for example for additively blended particles, handling of transparency or for having background textured quad. Another option would be to have it on per object level, but then this could prevent different handling of objects with both transparent and opaque parts. Also in this commit: - more progress towards mesh vertex colors - less matrix multiplications in render call - fixed ugly bug in doubleSided / flipSided handling - cleanup of materials - added a lot of missing stuff in debug strings and parameters handlers - normal and depth materials now have opacity parameter - wrote comments for non-obvious things
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- 29 1月, 2011 1 次提交
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由 alteredq 提交于
Work in progress ...
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- 25 12月, 2010 2 次提交
- 14 12月, 2010 1 次提交
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由 Mr.doob 提交于
Made 0xffffff the default color on all materials (0xeeeeee was making the AO a bit darker).
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- 05 12月, 2010 1 次提交
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由 alteredq 提交于
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- 23 11月, 2010 1 次提交
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由 Mr.doob 提交于
Fixed SVGRenderer.
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- 20 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Added refractive mapping and mixing combination mode for the environment map and the underlying material. This commit has handful of things going on: - had to sacrifice one light to please ANGLE, making it again up to 4 instead of up to 5 total lights :( - Basic / Lambert / Phong materials now have new parameters: "combine": THREE.Mix | THREE.Multiply [default] - tells how to combine environment map with the original material: - "Multiply" creates chrome-like metallic look (it's what was already there), color of the underlying material is multiplied with the environment map, this creates different colored metals - "Mix" creates shiny plastic look color of the underlying material is lerped with the environment map, amount of the contribution from the environment map is controlled by another new parameter "reflectivity" "reflectivity": <float> [from <0.0, 1.0>] - controls mixing of underlying material and environment map for "Mix" combine mode 0: pure underlying material, zero contribution from environment map (Basic/Lambert/Phong) 1: pure environment map, zero contribution from underlying material (uncolored chrome look) "refraction_ratio": <float> - controls refractive mapping, ratio of the index of refraction in the medium containing the incident ray to that of the medium being entered - sensible values seem to be from ~0.6 - 1.0 (in theory, e.g. air/glass should be 0.75, but this looks weird, values between 0.9 - 1.0 give the most interesting results, though maybe there is bug somewhere in my code) - for use refraction mapping, just add parameter to TextureCube like this (default is reflection mapping) "new THREE.TextureCube( images, THREE.RefractionMap )"
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- 18 11月, 2010 1 次提交
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由 alteredq 提交于
TODO: - maybe image array loader should go into TextureCube.js so that people could just reuse the code - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass), currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
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- 17 11月, 2010 1 次提交
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由 Mr.doob 提交于
GouraudShading and PhongShading ⟶ SmoothShading
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- 15 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use texture also in Basic and Phong materials). Also started to retire old model format: removed old OBJ converter and meshes that it generated. TODO: - take into account shading and blending parameters - transplant cube map support from experimental material
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- 13 11月, 2010 3 次提交
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由 Mr.doob 提交于
Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D) `Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
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由 alteredq 提交于
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由 alteredq 提交于
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
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- 12 11月, 2010 2 次提交
- 06 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 03 9月, 2010 1 次提交
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由 Nicolas Garcia Belmonte 提交于
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- 17 7月, 2010 1 次提交
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由 Mr.doob 提交于
* `Face4` now supports `MeshBitmapUVMappingMaterial` * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`. * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial` * `ColorFillMaterial` > `MeshColorFillMaterial` * `ColorStrokeMaterial` > `MeshColorStrokeMaterial` * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial` * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial` * `ColorStrokeMaterial` > `LineColorMaterial` * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
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