1. 21 10月, 2011 3 次提交
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      All WebGL examples working with array-less materials. · 81b60ea2
      alteredq 提交于
      Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).
      
      Some casualties:
      
      - multi-materials example, this functionality isn't possible anymore
      - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
      - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
      - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)
      
      Other renderers and their corresponding examples were not touched yet.
      
      WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
      81b60ea2
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      Experimenting with array-less materials. · 05b3db4d
      alteredq 提交于
      Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
      05b3db4d
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      32ba5a56
  2. 19 10月, 2011 1 次提交
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      Experimenting with Phong computed fully in fragment shader. Added new point lights test. · b4f89f4b
      alteredq 提交于
      New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.
      
      This version is able to light single untesselated quad correctly.
      
      Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.
      
      Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
      b4f89f4b
  3. 18 10月, 2011 4 次提交
  4. 15 10月, 2011 5 次提交
  5. 14 10月, 2011 5 次提交
  6. 13 10月, 2011 3 次提交
  7. 12 10月, 2011 6 次提交
  8. 11 10月, 2011 3 次提交
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      Fixed dynamic cube map cars demo. · a529e4c7
      alteredq 提交于
      Finally, the trouble was at the application level: renderer.clear clears the current framebuffer, which, if you juggle multiple render targets, doesn't have to be necessarily the screen. Here it was the last face of cube render target.
      a529e4c7
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      Fixed random clipping of objects in WebGLRenderTargetCube / CubeCamera. · d2c6487b
      alteredq 提交于
      Turns out before all cube texture faces shared a single depth buffer.
      
      Last cube face still missing.
      d2c6487b
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      Refactored CubeCamera / cube map handling. · addb3a12
      alteredq 提交于
      Before lighting was messed up in dynamically generated cube maps.
      
      Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).
      
      For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).
      
      There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
      addb3a12
  9. 08 10月, 2011 10 次提交