- 04 8月, 2012 2 次提交
- 03 8月, 2012 7 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 alteredq 提交于
Refactored wireframe example to use single material for both triangles and quads, added geometry with mixed quads and triangles.
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由 alteredq 提交于
Added wireframe materials example (using lines, triangles and quads). Thanks to @jwagner and @pyalot
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由 alteredq 提交于
This allows to give unique values for each face use of the vertex (as opposed to unique custom attributes per vertex or per face). For the moment just Vector3 and Color attribute types are handled. Primary motivation for this binding type is to be able to do barycentric wireframe rendering in shader.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 02 8月, 2012 4 次提交
- 01 8月, 2012 7 次提交
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由 alteredq 提交于
Displacement should be computed in object space (and shouldn't need scaling). Correct shadow casting still needs a custom depth material but at least shadow receiving should now work with displaced vertices.
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由 alteredq 提交于
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由 alteredq 提交于
This missing parameter was most likely the cause of anisotropy troubles on Linux - it caused "undefined" to be sent to GPU and then later on with Math.min(aniso, maxAniso) it started to send "NaN" instead.
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由 alteredq 提交于
Don't know anymore what's going on - preventing setting anisotropy to 1 in all cases apparently makes failures on Linux go away but this still doesn't explain why original anisotropy example works ok with setting anisotropy to 1. Please note that there is now extra logic to allow for resetting anisotropy back to 1 (for platforms that don't exhibit this troubles), if we just prevented setting anisotropy to 1 in all cases, reset wouldn't be possible.
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由 alteredq 提交于
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由 alteredq 提交于
Phew! Thanks @mrdoob for valiant testing.
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由 alteredq 提交于
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- 31 7月, 2012 13 次提交
- 30 7月, 2012 1 次提交
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由 Mr.doob 提交于
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- 29 7月, 2012 6 次提交