1. 20 1月, 2011 2 次提交
  2. 19 1月, 2011 4 次提交
  3. 18 1月, 2011 20 次提交
  4. 17 1月, 2011 6 次提交
  5. 16 1月, 2011 5 次提交
  6. 15 1月, 2011 1 次提交
    • A
      Added postprocessing example. · a03f7142
      alteredq 提交于
      For this had to extend WebGLRenderer a bit:
      
      - MeshShaderMaterial now can take non-specific float array uniforms as "fv1"
        (there is already "fv" type for array of 3-item-vectors, which probably should be renamed to "fv3" to be consistent)
      
      - render method has yet another parameter "clear" for clearing newly set framebuffer (defaults to true).
        This is a bit hackish but it seems necessary to control this somehow. I didn't manage to replicate
        desired behavior just with autoClear.
      
      - another dirty thing is accessing GL context from the application side:
          renderer.context.disable( renderer.context.DEPTH_TEST );
      
          This should be refactored somehow, wrapped in some API call.
      a03f7142
  7. 14 1月, 2011 2 次提交
    • A
      Testing rendering to full-screen texture. · 6cc10164
      alteredq 提交于
      Requires to turn off mipmapping to be able to use non-power of two texture.
      
      Effect of texture size on performance is noticeable, also there is no antialiasing (default in Chrome is I think 4x multisampling).
      
      So I guess full-screen postprocessing will be quite costly :(. That's the price of WebGL always running at full-blown high resolution.
      
      This could be somehow mitigated by faking lower resolutions via smaller texture, though I guess it still wouldn't be the same as having lower resolution set by GPU driver (this is a major help with performance in games - I never run full 1680 x 1050).
      6cc10164
    • A
      Another update of render-to-texture example and related bugfix. · 7c9fe8ff
      alteredq 提交于
      Rendering proper 3d object into the texture uncovered another issue - framebuffer had to be cleared after switching.
      
      Texture is still flipped :( (original scene has small red torus on the top)
      
      This is proving to be rather tricky. Yet again I tried to handle image coordinate mess in a proper way (UNPACK_FLIP_Y_WEBGL as texture parameter and non-inverted UVs), fixing hacks across the codebase.
      
      This did indeed help with render-to-texture flipping, but instead it created really ugly problems with both normal map and minecraft AO demos. So back to square one :(
      7c9fe8ff