1. 12 10月, 2011 6 次提交
  2. 11 10月, 2011 3 次提交
    • A
      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
    • A
      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
    • A
      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
  3. 08 10月, 2011 21 次提交
  4. 07 10月, 2011 10 次提交