- 24 11月, 2011 2 次提交
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由 Paolo Moretti 提交于
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由 Paolo Moretti 提交于
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- 17 11月, 2011 8 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
Bad things (and hard to debug) can happen that affect Ray.
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由 alteredq 提交于
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由 alteredq 提交于
This creates shallow copy of object and its children (geometry and materials are shared, transforms are unique).
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由 Mr.doob 提交于
Added link to library build instructions
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由 Mikko Ohtamaa 提交于
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- 16 11月, 2011 1 次提交
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由 alteredq 提交于
Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
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- 14 11月, 2011 9 次提交
- 13 11月, 2011 1 次提交
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由 Lars Huttar 提交于
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- 12 11月, 2011 5 次提交
- 11 11月, 2011 4 次提交
- 10 11月, 2011 1 次提交
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由 alteredq 提交于
Dynamic terrain example now creates a specular texture from the color texture. That saves 2.17 MB download. Just I had to drop materials pre-initialization, for some reason this doesn't play nice with having extra scene / render target :S. In theory also detail normal texture could be computed from the color texture, just we need some nicer normal map filter (Gimp plugin has 9 different ones).
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- 09 11月, 2011 2 次提交
- 07 11月, 2011 3 次提交
- 05 11月, 2011 3 次提交
- 04 11月, 2011 1 次提交
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由 alteredq 提交于
This is supposed to be more efficient as per Apple OpenGL ES recommendations: http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html Also we have been generating mipmaps twice for render targets.
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