1. 17 7月, 2015 2 次提交
  2. 08 5月, 2015 1 次提交
  3. 09 4月, 2015 2 次提交
  4. 27 3月, 2015 1 次提交
  5. 26 3月, 2015 1 次提交
  6. 20 3月, 2015 4 次提交
  7. 23 12月, 2014 1 次提交
  8. 11 11月, 2014 1 次提交
  9. 18 8月, 2014 1 次提交
  10. 26 6月, 2014 1 次提交
    • T
      Support for separate alpha map textures. · a7b2e8ee
      Ted Cipicchio 提交于
      Added support for using a separate alpha map with MeshBasicMaterial, MeshLambertMaterial, and MeshPhongMaterial, and updated the OBJ converter to set materials as transparent if an alpha map is defined.
      a7b2e8ee
  11. 20 11月, 2012 1 次提交
  12. 15 8月, 2012 1 次提交
  13. 14 8月, 2012 1 次提交
    • A
      Added specular map to Phong, Lambert and Basic materials. · fcada9c2
      alteredq 提交于
      Specular map works like it used to for normal map shader. It is assumed to be a grayscale texture.
      
      For Phong specular map value modulates specular term strength and environment map reflection strength.
      
      For Lambert and Basic materials specular map affects just environment map reflection strength (as these have no specular term).
      
      Still not very sure how environment mapping and specular term should interact with each other.
      fcada9c2
  14. 07 8月, 2012 1 次提交
  15. 06 8月, 2012 3 次提交
  16. 26 6月, 2012 1 次提交
  17. 17 3月, 2012 1 次提交
  18. 07 3月, 2012 1 次提交
  19. 06 3月, 2012 1 次提交
  20. 31 1月, 2012 1 次提交
    • A
      First attempt at morph normals. · 27afa046
      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.
      27afa046
  21. 30 1月, 2012 1 次提交
  22. 16 12月, 2011 1 次提交
  23. 23 10月, 2011 1 次提交
  24. 18 10月, 2011 1 次提交
    • A
      Changed ambient handling for Phong and Lambert materials. · 9968b7dc
      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.
      9968b7dc
  25. 06 10月, 2011 1 次提交
  26. 13 9月, 2011 1 次提交
  27. 31 3月, 2011 1 次提交
  28. 11 3月, 2011 1 次提交
  29. 10 3月, 2011 1 次提交
  30. 28 2月, 2011 2 次提交
  31. 18 2月, 2011 1 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      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.
      2ecbe2de
  32. 17 2月, 2011 1 次提交