- 20 9月, 2011 1 次提交
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由 alteredq 提交于
Problem was that objects could be added to WebGLRenderer's internal render list only once (because of `webglInit` flag). Now there are two separate internal states (`webglInit` and `webglActive`) so that object can be initialized just once (expensive operation) but added / removed from the scene many times (cheap operation).
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- 17 9月, 2011 1 次提交
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由 alteredq 提交于
Also removed unused material Sprite parameter.
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- 16 9月, 2011 2 次提交
- 13 9月, 2011 2 次提交
- 10 9月, 2011 1 次提交
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由 alteredq 提交于
Added renderer.getClearAlpha. Extended RenderPass to be able to use custom alpha clear. Fixed UVs in UTF8Loader.
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- 08 9月, 2011 1 次提交
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由 alteredq 提交于
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- 07 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 1 次提交
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由 alteredq 提交于
This allows, for example, better integration of additively blended materials with a regular scene. Not to be confused with depthTest (which controls complete access to depth buffer, including reading). Also messed up a bit with particle emitter example.
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- 03 9月, 2011 3 次提交
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由 alteredq 提交于
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was. Gained about 10 fps in performance test, and that was for for loop iterating over single property. Also fixed broken examples with postprocessing.
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由 alteredq 提交于
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由 alteredq 提交于
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
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- 01 9月, 2011 3 次提交
- 31 8月, 2011 1 次提交
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由 alteredq 提交于
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing). Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
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- 30 8月, 2011 1 次提交
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由 alteredq 提交于
Added dot screen shader / effect. Extended postprocessing demo. Fixed viewport bug for render targets.
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- 27 8月, 2011 1 次提交
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由 alteredq 提交于
Work-in-progress.
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- 26 8月, 2011 1 次提交
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由 Andrew Wason 提交于
Fixes lightMap bug https://github.com/mrdoob/three.js/issues/458
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- 25 8月, 2011 2 次提交
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- 23 8月, 2011 1 次提交
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由 alteredq 提交于
Also added some comments to uniforms setter, it's starting to get a bit messy.
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- 14 8月, 2011 2 次提交
- 12 8月, 2011 1 次提交
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由 Jerome Etienne 提交于
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- 08 8月, 2011 1 次提交
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由 alteredq 提交于
Impact on performance is not very big, you need a lot of triangles with complex fragment shaders to see the difference.
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- 06 8月, 2011 1 次提交
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由 alteredq 提交于
Added better random in GeometryUtils. Added possibility of using custom depth material for shadow maps.
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- 05 8月, 2011 1 次提交
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由 alteredq 提交于
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- 04 8月, 2011 1 次提交
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由 alteredq 提交于
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- 03 8月, 2011 2 次提交
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由 alteredq 提交于
DataTexture can be used in the same places like image / video based Texture (WebGLRenderer-only). To be used like this: var width = 64, height = 64, bytes = 3; var data = new Uint8Array( width * height * bytes ); // fill data array with values 0 .. 255 var texture = DataTexture( data, width, height, THREE.RGBFormat ); texture.needsUpdate = true; For the moment only UNSIGNED_BYTE type is supported.
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由 alteredq 提交于
Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation. This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture. By default it's switched off (alphaTest = 0). AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
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- 28 7月, 2011 1 次提交
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由 alteredq 提交于
Nine tap sampling, by default it's on, switch off with: renderer.shadowMapSoft = false;
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- 27 7月, 2011 2 次提交
- 26 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2011 1 次提交
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由 alteredq 提交于
Added Matrix4 type to uniforms. Fixed Texture cloning. Fixed uniforms cloning for Vector2, Vector4 and arrays.
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- 18 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 16 7月, 2011 1 次提交
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由 Chandler Prall 提交于
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- 14 7月, 2011 1 次提交
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由 alteredq 提交于
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