- 09 4月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
* add ability to specify on MeshDepthMaterial the type of depth packing one wants. * depthRGBA -> clipZRGBA - more correct name. * forgotten replace of depthRGBA -> clipZRGBA. * add MeshDepthMaterial depthFormat + depthPacking. Use equations compatible with z buffers. * adopting MeshDepthMaterial instead of clipZRGBA. * remove clipZRGBA shader (aka depthRGBA shader) as we can now use MeshDepthMaterial for it. * remove some comments. * enable skinning in MeshDepthMaterial, as it was enabled in depthRGBA material. * remove unused shader. * fix bug. * fix bug in shadows with MEshDepthMaterial. * remove unnecessary debug code. * ensure that skinning and morphTargets propagate with MeshDepthMaterial. * fix ssao example to use new MeshDepthMaterial. * remove unused code.
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- 07 4月, 2016 1 次提交
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由 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.
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- 06 4月, 2016 1 次提交
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由 WestLangley 提交于
* Reintroduce MeshPhysicalMaterial * Reintroduce MeshPhysicalMaterial * Simplified conditionals
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- 18 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 17 3月, 2016 3 次提交
- 13 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 08 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 04 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 02 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 01 3月, 2016 2 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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- 29 2月, 2016 4 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
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由 Ben Houston 提交于
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- 27 2月, 2016 6 次提交
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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 Ben Houston 提交于
float and half HDR CUbe Maps load and are properly generated. Something wrong when using RGBE encoding.
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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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- 26 2月, 2016 3 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 Mr.doob 提交于
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- 25 2月, 2016 2 次提交
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由 Ben Houston 提交于
clean up per @mrdoob's comment here: https://github.com/mrdoob/three.js/pull/8217#discussion_r54030483
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由 Ben Houston 提交于
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- 21 2月, 2016 1 次提交
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由 Ben Houston 提交于
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- 13 2月, 2016 1 次提交
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由 Ben Houston 提交于
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- 30 1月, 2016 1 次提交
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由 Mr.doob 提交于
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- 27 1月, 2016 1 次提交
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由 Mr.doob 提交于
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- 14 11月, 2015 1 次提交
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由 WestLangley 提交于
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- 11 11月, 2015 1 次提交
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由 Mr.doob 提交于
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- 06 11月, 2015 2 次提交
- 05 11月, 2015 2 次提交
- 04 11月, 2015 1 次提交
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由 Mr.doob 提交于
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- 29 10月, 2015 1 次提交
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由 Mr.doob 提交于
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