- 24 6月, 2019 1 次提交
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由 Mr.doob 提交于
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- 16 1月, 2019 1 次提交
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由 ivojager 提交于
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- 25 12月, 2018 1 次提交
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由 Damien Seguin 提交于
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- 20 11月, 2018 1 次提交
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由 Mr.doob 提交于
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- 14 7月, 2017 1 次提交
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由 WestLangley 提交于
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- 20 6月, 2017 1 次提交
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由 satori99 提交于
Prevent 'warning X4000: use of potentially uninitialized variable' console message cause by early return statment in glsl shadow code
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- 26 12月, 2016 2 次提交
- 09 11月, 2016 1 次提交
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由 Samuel Sylvester 提交于
* sketch of spherical distributions with linearly transformed cosine * adding prelim example sketches for cosine dists * makeSkew method added * add polygon light sandbox example to repo for reference * formatting * notes files * adding skeleton files for area point light * debug directional light integrated into area light example page * initial AreaLightHelper functional in example * makeShape functions for Polygon and add as choices to example * annotating TODO's with name. partial work on AreaLight shader components * adding TODOs and placeholders for all places where AreaLight code needs to be added * fix typo * RectAreaLight shading works in preliminary fashion * updates to example * Preliminary RectAreaLight implementation (no shadows, no distance/decay) * Integrate RectAreaLight with MeshStandardMaterial * moving rectarealight brdf data to an example file. rest of implementation left in place * TubeBufferGeometry: Removed invisible char (#9943) * Remove reference to THREE in IcosahedronGeometry.js (#9945) Fix broken references to THREE namespace in geometries. * Updated builds. * Updated package.json. * Resolved some issues from the first merge * Added demo from https://github.com/mrdoob/three.js/pull/9234 Noticed that the code from @abelnation is not his latest... more merging to come!!! * Fixed issues from merge * Fixed issues from merge... webgl_lights_arealight improved RectAreaLightHelper update bugs fixed * Removing built js files that cause conflicts * Use FileLoader.setMimeType() from MMDLoader (#9990) * MMDPhysics improvement (#9989) * MMDPhysics improvement * Add property defined check * Shoe physic bodies in mmd example by default. * Updated builds. * Improved documentation for constants / Materials (#9993) * Improved documentation for Materials / Material (#9994) * Added defaults to docs / perspectiveCamera (#10007) * added constanst / animation (#10005) * Fixed error in <head> for Docs / AnimationAction, AnimationClip, and AnimationMixer (#10004) * Added default values for zoom, near and far properties of docs / orthographic camera (#10006) * Improved documentation for Constants / Textures (#10001) * Improved documentation for Materials / Material * Moved Texture Combine Operations to constanst / materials * updated Basic, Lambert and Phong .combine property to point to Material constant page * Improved documentation for constants / textures * Added Encoding constants to Textures constants page * Ccdik solver optimization (#10010) * Optimize CCDIKSolver * Remove lines I should have not commit * Remove lines I should have not committed * added missing toJSON method (#10020) * Added missing toJson method (#10019) * added missing toJSON method (#10018) * created documentation for VideoTexture (#10016) * Created doc for CanvasTexture (#10015) * Add CCDIKHelper (#9996) * Add CCDIKHelper * Clean up MMDPhysics.js * Fix typo * Update OBJLoader.html (#10009) Spelling correction. * Fix typo in comment (#10021) * Improved documentation for docs / Texture (#10012) * Improved documentation for docs / Texture * Removed duplicate needsUpate * Improved docs for Clock (#10008) * Created new document page Constants / Renderer (#10002) * Created constants / renderer * renamed Renderer.html to WebGLRenderer.html * Improved documentation for CompressedTexture (#10014) * AudioContext: Added getContext() and setContext(). * Updated builds. * Simplified AudioContext. * Updated builds. * BufferAttribute.onUpload() clean up. * Renamed docs /constants / WebGLRenderer to Renderer (#10028) * fixes #10026 (#10027) * capture bufferAttribute.array properties at first upload (#9972) * save typed array info in attribute properties * use saved attribute properties * remove unused variable * Discard attribute typed arrays for buffered geometries that are not modified after initial rendering (#9512) * add setDiscardBuffer method to BufferGeometry * added discard support to BufferAttribute * add mechanism for discard of BufferAttribute TypedArrays * use more elegant method for creating dummy typed array. * fix typo * Update BufferGeometry.js fix brain fade * rework to use callbacks (phase 1) * rework part 2 * remove build file * support setting onUploadCallback from Geometry * remove repeated calculation from renderer * remove now redundant getter * remove geoemtry interface * document discard mechanism. * merge fixes * restore return.this * drop unneeded call() * rename discard() method to disposeArray() * Improved documentation for WebGLRenderer (#10030) * added missing methods * Finished add methods * redid changed to WebGLRenderer.html * removed unused texture.sourceFile property (#10024) * glTFLoader: Removed hack. See #10024. * Updated builds. * add link to project wiki in README.md (#9987) * Added deprecated msg/fixed link (#10025) * Created documentation for DepthTexture (#10017) * Created documentation for DepthTexture * pulled upstream * added missing comma to docs/list.js * Deprecated UniformsUtils. See #8016. * Updated builds. * MeshBasicMaterial: Add support for lightMap (#9975) * Updated builds.
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- 12 4月, 2016 1 次提交
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由 WestLangley 提交于
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- 07 4月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
* trying to unify packing. Untested. * adopt packing.glsl in ShaderSkin.js * adopt fract because theoretically it should be faster, no divide. * remove whitespace. * Revert "adopt fract because theoretically it should be faster, no divide." This reverts commit 8dfb3f1d2a53d389540bb514d5fc183605e9b133.
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- 10 2月, 2016 4 次提交
- 05 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 04 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 01 2月, 2016 1 次提交
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由 Mr.doob 提交于
Refactored shadowmap code again. Android/Adreno doesn't fails to support bool and mat4 in structs...
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- 29 1月, 2016 3 次提交
- 27 1月, 2016 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
@mkkellogg Do you mind double checking that I didn't do anything stupid? I've removed adjustShadowValue1K. Instead of multiplying every sample by 1000 and adding the bias I'm now dividing dp and subtracting the bias. I'm also using texture2dCompare which uses step() internaly instead of the if condition. The result seems to be identical but, at least on my gpu (Intel HD Graphics 6000), it runs much faster.
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由 Mr.doob 提交于
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- 11 11月, 2015 1 次提交
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由 Mr.doob 提交于
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- 06 11月, 2015 1 次提交
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由 Mr.doob 提交于
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- 08 10月, 2015 1 次提交
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由 Mr.doob 提交于
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- 02 10月, 2015 1 次提交
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由 mkkellogg 提交于
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- 28 9月, 2015 2 次提交
- 25 9月, 2015 10 次提交
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由 tschw 提交于
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由 tschw 提交于
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由 mkkellogg 提交于
Updated cubeToUV() to a reduced-instruction version with minimal branching, and updated near plane values for shadow map cameras to be at least 1.
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由 mkkellogg 提交于
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由 mkkellogg 提交于
Point light shadow mapping now utilizes cube-to-2D projection, avoiding the need for a samplerCube in the shader.
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由 mkkellogg 提交于
Added checks for definition of POINT_LIGHT_SHADOWS in shaders for including point light shadow mapping code.
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由 Mark Kellogg 提交于
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由 Mark Kellogg 提交于
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由 Mark Kellogg 提交于
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由 Mark Kellogg 提交于
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