- 02 6月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
* clear coat implementation. * add physical variations to examples. * add example file for physical materials * adjust clearcoat range to 0-1 as original. * switch example color to gray from yellow.
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- 01 6月, 2016 1 次提交
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由 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
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- 20 5月, 2016 1 次提交
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由 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.
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- 18 5月, 2016 1 次提交
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由 Mr.doob 提交于
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- 15 5月, 2016 2 次提交
- 13 4月, 2016 1 次提交
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由 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.
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- 10 4月, 2016 1 次提交
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由 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
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- 08 4月, 2016 1 次提交
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由 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.
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- 07 4月, 2016 1 次提交
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由 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.
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- 06 4月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
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- 01 4月, 2016 1 次提交
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由 Mr.doob 提交于
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- 30 3月, 2016 1 次提交
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由 Master James 提交于
adds both new spotlight examples
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- 22 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 18 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 15 3月, 2016 1 次提交
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由 Valentin Demeusy 提交于
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- 14 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 05 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 02 3月, 2016 2 次提交
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由 Mr.doob 提交于
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由 Ben Houston 提交于
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- 01 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 29 2月, 2016 1 次提交
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由 Ben Houston 提交于
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- 27 2月, 2016 2 次提交
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由 Mr.doob 提交于
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由 Ben Houston 提交于
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- 20 2月, 2016 1 次提交
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由 Ben Houston 提交于
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- 16 2月, 2016 1 次提交
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由 Ben Houston 提交于
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- 11 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 06 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 02 2月, 2016 2 次提交
- 22 1月, 2016 1 次提交
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由 Mr.doob 提交于
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- 30 12月, 2015 1 次提交
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由 Mr.doob 提交于
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- 29 12月, 2015 2 次提交
- 26 12月, 2015 1 次提交
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由 gam0022 提交于
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- 20 12月, 2015 2 次提交
- 15 12月, 2015 1 次提交
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由 gero3 提交于
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