1. 22 12月, 2012 1 次提交
    • A
      WebGLDeferredRenderer: merged @MPanknin's area lights. · cd924951
      alteredq 提交于
      To be continued ...
      
      todo:
      - optimize vectors that don't need to be computed in shaders
      - use material albedo
      - add specular term
      - wrapAround lighting (if possible)
      - make attenuation parameters uniforms or defines instead of hardcoding them
      - this is not using surface normal anywhere, this can't be right?
      - maybe some box proxy instead of full-screen quad
      
      See #2624
      cd924951
  2. 21 12月, 2012 16 次提交
  3. 20 12月, 2012 14 次提交
  4. 19 12月, 2012 8 次提交
  5. 18 12月, 2012 1 次提交