- 14 4月, 2012 1 次提交
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由 alteredq 提交于
This adds 2 extra parameters to SpotLight: - "angle" for controlling light cone width - "exponent" for controlling sideways light attenuation (from light->target axis towards edges of light cone) Warning: this changes appearance of everything that used old fake SpotLight. To get approximately similar look use these parameter values: ``` spotLight.angle = Math.PI; spotLight.exponent = 1; ``` Todo: - implement spotlights in normal map and skin shaders - check what's going on with vertex colors and ambient term in unlit parts - check shadowmap darkening vs unlit parts darkening - maybe some better formula for light cone attenuation, current one varies too wildly with cone angle
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- 12 4月, 2012 12 次提交
- 11 4月, 2012 13 次提交
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由 Mr.doob 提交于
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由 John Pywtorak 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Hmm... I'll need to rewrite this one, the result seems to be wrong.
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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
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由 Huw Bowles 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
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由 alteredq 提交于
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由 Huw Bowles 提交于
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- 10 4月, 2012 9 次提交
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由 Davide Della Casa 提交于
take 2: the 'fxaa' shader busts the transparency, so I'm setting the transparency to the transparency of the "middle" pixel instead. Changed after comment by alreredq - now the middle pixel is only fetched once.
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由 zz85 提交于
wanted to fix the + 0.001 issue in `THREE.LatheGeometry` but ended up fixing, rewriting and cleaning up quite a bit of it. I think the UVs now looks better (using webgl_geometries.html) but UV behavior is slightly different so beware (although it should be difficult to support non-complete wrapped lathe UVs). UVs + mergeVertices + subD should be looked at another day, but that will be another issue.
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由 zz85 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
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由 Huw Bowles 提交于
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由 Huw Bowles 提交于
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- 09 4月, 2012 5 次提交