1. 02 6月, 2016 1 次提交
  2. 01 6月, 2016 1 次提交
    • J
      GPUComputationRenderer and new GPU demos (#9043) · 5738e9ad
      Juan Jose Luna Espinosa 提交于
      * Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial
      
      * Water shader works with texture heightmap
      
      * Added GPUComputationRenderer, I'm about to test it
      
      * GPUComputationRenderer works with water simulation
      
      * Interaction with mouse
      
      * Added water viscosity, simple geometry for mouse picking
      
      * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring.
      
      * Code revisison, added comments and explanations. Inverted mouse Y coord.
      
      * Added GUI controls for some water parameters.
      
      * Commencing conversion of birds gpu demo to GPUComputationRenderer
      
      * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it.
      
      * Solved mouse bug.
      
      * Optimized smoothWater(), renamed some GPUComputationRenderer methods.
      
      * Substituted old bird gpu implementation. Preparing for new demo.
      
      * Removing old SimulationRenderer
      
      * GPU protoplanets demo started. Minor tweaks in the other demos
      
      * Starting to implement the particle demo
      
      * $th component of texture now is usable. It was the GPUComputationRenderer
      pass-through fragment shader.
      Next thing to do is use a texture that contains (vx, vy, vz, mass).
      
      * Particles already move. Next is gravity interaction.
      
      * Gravity interaction done. Next is particle collision and aggregation.
      
      * Particle collision works
      
      * Added gui
      
      * Some minor adjustments
      
      * Added the two new demos to the list of examples
      5738e9ad
  3. 20 5月, 2016 1 次提交
    • B
      add unbiased mode to the MSAA render pass. (#8930) · bb5600fd
      Ben Houston (Clara.io) 提交于
      * add unbiased mode to the MSAA render pass.
      
      * clearer code.
      
      * better comment.
      
      * cleanup code.  fix bug of using "camera", instead of "this.camera"
      
      * fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
      
      * reduce light intensity.
      
      * add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation.
      bb5600fd
  4. 18 5月, 2016 1 次提交
  5. 15 5月, 2016 2 次提交
  6. 13 4月, 2016 1 次提交
    • B
      Add high quality rand() function to common.glsl and an example to show off the... · db765284
      Ben Houston (Clara.io) 提交于
      Add high quality rand() function to common.glsl and an example to show off the noise textures. (#8603)
      
      * create procedural glsl and an example to show off the noise textures.
      
      * add to files.js
      
      * adopt noise procedural in PMREMGenerator.
      
      * fix page title per @arose's suggestion.
      
      * more adoption of procedural.glsl
      
      * remove procedural.glsl, add a single line to common.glsl.  Update other files as needed.
      
      * cleanup shaders to use common.glsl
      
      * tabify.
      
      * avoid collapsing into a single function - @WestLangley recommendations
      
      * more adoption of tabs.
      
      * fix tabs.
      db765284
  7. 10 4月, 2016 1 次提交
    • M
      WebGL Depth Texture Extension (#8577) · e77697f4
      Matt DesLauriers 提交于
      * working on depth texture
      
      * working on depth texture
      
      * support depth texture in webgl1 and webgl2
      
      * fix comments
      
      * reset build to avoid diff noise
      
      * add check for webgl2 context
      
      * fix depth texture example
      
      * animation for example
      
      * add file
      
      * add depthTexture to WebGLRenderTarget
      
      * ensure depth format returns correct GL parmaeter
      
      * use null for initial depthTexture value
      
      * add some commented out code
      e77697f4
  8. 08 4月, 2016 1 次提交
    • B
      Channel materials example: normal, depth, depthRGBA (#8549) · b7a6bafb
      Ben Houston (Clara.io) 提交于
      * special purpose materials.
      
      * rename example from special_purpose -> channels.  Add camera controls.
      
      * minor polish to webgl_materials_channels.
      
      * add standard material with displacement, normal and ao to show contract with normal and depth materials.
      
      * fix orthographic camera near/far bounds.
      
      * remove double add of material_channels example.
      b7a6bafb
  9. 07 4月, 2016 1 次提交
    • T
      Clipping planes · c4684612
      tschw 提交于
      * Implemented user-defined clipping planes.
      
      * Renderer: Minor documentation update.
      
      * Implements object-level clipping.
      
      * Renderer: Minor cosmetic changes.
      
      * Fixed lethal typo in normal shader.
      
      * Let shadows respect .side of object's material.
      
      * Fixed Plane.applyMatrix4.
      
      - Scale denormalized but did not scale the position
      - Projection is not supported (solved by documentation)
      - Removed unnecessary copying to make up for the normalization
      - Still arguably too heavy
      
      * Added custom clipping example.
      
      * Clipping: Fixed transition to disabled state.
      
      * Improved custom clipping example.
      
      - GUI dependency of volume visualization on Enabled state
      - Larger radius for cylindrical global clipping area
      
      * No .matrixAutoUpdate = false in clipping example.
      
      * Let ShadowMap check renderer.localClippingEnabled.
      
      * Added a simplified clipping example.
      c4684612
  10. 06 4月, 2016 1 次提交
  11. 01 4月, 2016 1 次提交
  12. 30 3月, 2016 1 次提交
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  20. 29 2月, 2016 1 次提交
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  27. 22 1月, 2016 1 次提交
  28. 30 12月, 2015 1 次提交
  29. 29 12月, 2015 2 次提交
  30. 26 12月, 2015 1 次提交
  31. 20 12月, 2015 2 次提交
  32. 15 12月, 2015 1 次提交