1. 07 10月, 2016 1 次提交
  2. 27 9月, 2016 1 次提交
  3. 01 9月, 2016 1 次提交
  4. 29 8月, 2016 1 次提交
  5. 27 8月, 2016 1 次提交
  6. 12 8月, 2016 1 次提交
    • J
      New example: break objects by throwing balls (#9493) · f0b3de8a
      Juan Jose Luna Espinosa 提交于
      * New webgl_physics_brick demo. Cutting a convex by a plane works, but it must be refactored to work from Geometry, not from "segmentedobject"
      
      * webgl_physics_brick: Splitting a convex mesh with a plane works.
      
      * webgl_physics_brick: Preparing to refactor objects
      
      * webgl_physics_brick: Refactored objects to hang on the THREE.Object3d
      
      * webgl_physics_brick: Radial subdivision works. To do: non-radial one.
      
      * webgl_physics_brick: Non-radial subdivision works.
      
      * 'breaking things' example works.
      
      * added webgl_physics_convex_break to example index. Aded a pyramid.
      
      * webgl_physics_convex_break: Add friction
      
      * webgl_physics_convex_break: Add velocity and angular vel. from parent.
      
      * webgl_physics_convex_break: Change guideline comment.
      
      * webgl_physics_convex_break: Changed page title.
      f0b3de8a
  7. 27 7月, 2016 1 次提交
    • S
      Outline Pass Algorithm (#9407) · 37a0af9f
      spidersharma03 提交于
      1. Draw Non Selected objects in the depth buffer
      2. Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects. Write a mask here for visible and hidden edges.
      3. Downsample the Mask buffer to half
      4. Edge detect the half res buffer, with different colors to hidden and visible edges.
      5. Blur the edges of half res/quarter res buffer(quarter res is used for edge glow)
      6. Add the blurred edges on top of original scene using the full res mask buffer
      37a0af9f
  8. 21 7月, 2016 1 次提交
    • S
      Bloom Pass - Inspired from Unreal Engine (#9351) · 22a4c763
      spidersharma03 提交于
      * Bloom Pass Inspired from Unreal
      * Extract Bright Pass
      * Mip Map blur Pass
      * Combine Pass
      
      * resize function in Bloom
      
      resize function in Bloom
      
      * Bug Fixes and a few Changes
      
      * Resize bug fix
      * changed blur filter. Need to reinvestigate, the older blur sometime
      * Changed kernel size. was too big.
      22a4c763
  9. 25 6月, 2016 1 次提交
  10. 23 6月, 2016 1 次提交
    • I
      BVHLoader & example (#9188) · c87ca5d0
      Ivo Herzig 提交于
      * Adds a BVH Loader & example #5524
      
      * bVHLoader example fixed empty mesh errors.
      
      * BVHLoader: replaced internal quaternions with THREE.Quaternion
      
      * added BVHLoader example to example files
      
      * removed arrow function notation
      
      * BVHLoader example: replaced example animation.
      c87ca5d0
  11. 18 6月, 2016 2 次提交
  12. 17 6月, 2016 1 次提交
  13. 15 6月, 2016 1 次提交
  14. 04 6月, 2016 1 次提交
  15. 02 6月, 2016 1 次提交
  16. 01 6月, 2016 1 次提交
    • J
      GPUComputationRenderer and new GPU demos (#9043) · 5738e9ad
      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
      5738e9ad
  17. 20 5月, 2016 1 次提交
    • B
      add unbiased mode to the MSAA render pass. (#8930) · bb5600fd
      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.
      bb5600fd
  18. 18 5月, 2016 1 次提交
  19. 15 5月, 2016 2 次提交
  20. 13 4月, 2016 1 次提交
    • B
      Add high quality rand() function to common.glsl and an example to show off the... · db765284
      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.
      db765284
  21. 10 4月, 2016 1 次提交
    • M
      WebGL Depth Texture Extension (#8577) · e77697f4
      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
      e77697f4
  22. 08 4月, 2016 1 次提交
    • B
      Channel materials example: normal, depth, depthRGBA (#8549) · b7a6bafb
      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.
      b7a6bafb
  23. 07 4月, 2016 1 次提交
    • T
      Clipping planes · c4684612
      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.
      c4684612
  24. 06 4月, 2016 1 次提交
  25. 01 4月, 2016 1 次提交
  26. 30 3月, 2016 1 次提交
  27. 22 3月, 2016 1 次提交
  28. 18 3月, 2016 1 次提交
  29. 15 3月, 2016 1 次提交
  30. 14 3月, 2016 1 次提交
  31. 05 3月, 2016 1 次提交
  32. 02 3月, 2016 2 次提交
  33. 01 3月, 2016 1 次提交
  34. 29 2月, 2016 1 次提交
  35. 27 2月, 2016 2 次提交
  36. 20 2月, 2016 1 次提交