- 01 12月, 2012 9 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
Plane,Box3,Sphere improvements: static constructors, code simplficiation, optimizations. Box3 made more robust via true empty (+MAX_VALUE,-MIN_VALUE).
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
implement Plane.js, add to common.js and update Frustum.js to use it instead of Vector4 - issue #2706
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由 Ben Houston 提交于
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- 29 11月, 2012 1 次提交
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由 alteredq 提交于
This got broken after GeometryLoader got removed, using instead JSONLoader.
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- 28 11月, 2012 9 次提交
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由 alteredq 提交于
Another step towards WebGLDeferredRenderer. It's still quite a mess but at least now code lives outside of the examples (and is reusable, to a degree).
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由 alteredq 提交于
These are first steps toward WebGLDeferredRenderer. This will take a while.
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由 alteredq 提交于
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由 alteredq 提交于
Not needed now that these are in G-Buffers.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
This allows to have different per-object Phong materials in deferred shading.
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由 Zelimir Fedoran 提交于
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由 Zelimir Fedoran 提交于
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- 27 11月, 2012 18 次提交
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由 alteredq 提交于
To use FBX converter you must now install FBX SDK Python bindings yourself from here: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775847 See #2686
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由 alteredq 提交于
Using vec3 <=> float conversions from @benaadams For the moment just testing how it works (had to fix blending in WebGLRenderer for this). Seems with two RGBA float passes we could eventually get quite decent material range.
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由 alteredq 提交于
See discussion in https://github.com/mrdoob/three.js/commit/d951fcbcfa8efa8b7cecc10075e5e78be4027bac
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由 alteredq 提交于
This happens when you use MeshFaceMaterial for a single material model (that's what was going on in Lucy example). Alternatively, we could set face.materialIndex by default to 0 instead of "undefined". This kinda makes sense, just would need to be checked if it wouldn't break things.
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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 Mr.doob 提交于
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由 alteredq 提交于
This was causing a major headscratching in deferred rendering where I just couldn't get rid of data alpha seeping into color channels. Watch out for unexpected changes. I believe NoBlending is correct for opaque pass, but there could be some demos that depend on incorrect behavior with NormalBlending (getting transparency without setting "material.transparent" flag). Most likely troubles could come from using transparent PNGs without setting "material.transparent".
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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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
So far these work: new THREE.Color( 'rgb(255,0,0)' ); new THREE.Color( 'purple' ); new THREE.Color( 0xff0000 );
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由 Mr.doob 提交于
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由 alteredq 提交于
This is in anticipation of combining more geometry passes, need modifiable shader.
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由 alteredq 提交于
These replace frontFaceDirection parameter strings in renderer.setFaceCulling( cullFace, frontFaceDirection ): "cw" => THREE.FrontFaceDirectionCW "ccw" => THREE.FrontFaceDirectionCCW See related cullFace constants changes in #2683
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由 alteredq 提交于
Default value THREE.CullFaceFront, other valid value THREE.CullFaceBack. These constants also go into renderer.setFaceCulling( cullFace, frontFace ) where they replace strings: "back" => THREE.CullFaceBack "front" => THREE.CullFaceFront "frontback" => THREE.CullFaceFrontBack ""/0/undefined => THREE.CullFaceNone See discussion in #2683
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由 alteredq 提交于
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- 26 11月, 2012 3 次提交
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由 alteredq 提交于
Default value is THREE.BackSide (use backfaces of objects when rendering depth map), other valid value is THREE.FrontSide (use frontfaces of objects when rendering depth map). See discussion in #2683
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由 alteredq 提交于
Specular parameters will eventually need to go into G-buffer.
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由 alteredq 提交于
Started with extraction of deferred shading code snippets into more reusable components.
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