- 28 1月, 2014 1 次提交
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由 Mr.doob 提交于
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- 31 5月, 2013 1 次提交
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由 Mr.doob 提交于
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- 19 5月, 2013 1 次提交
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由 Mr.doob 提交于
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- 18 5月, 2013 1 次提交
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由 Aleksandar Rodic 提交于
added editor class and few methods removed uuid Implemented more methods editor refactoring editor refactoring editor api improvements finished editor API hooked up editor to UI as an argument
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- 25 10月, 2012 2 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Not sure if helpers should be fogged or not. It does look pretty weird when they are not fogged. Also having helpers fogged helps to get a sense of the fog effect over larger space. Maybe there could be a checkbox for enabling this, to be able to see things if they need to be modified while in the fog. Also found and fixed a bug deep in WebGLRenderer, where shaders were not recompiled when changing fog types because fog type wasn't taken into account when creating shader code hash. Phew, that was a tough one to figure out. This Editor thingie really forces us to dust all nooks and cranies of the codebase ;)
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- 15 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 3月, 2011 1 次提交
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由 alteredq 提交于
It's now possible to create fog with zero density (which makes sense if you want to build shader with fog support, but not yet use fog, in contrast to not having fog in scene at all).
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- 26 12月, 2010 1 次提交
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由 alteredq 提交于
For the moment, only one type of fog is baked into shader, depending on scene.fog initial value. If use case arise for dynamic fog type switching, this could be changed, though than both fogs would need to be computed all the time :S.
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- 25 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 21 12月, 2010 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
For the moment, it works just on Basic / Lambert / Phong materials. Fog must be added to the scene before initialization of WebGLRenderer and scene must be passed to WebGLRenderer constructor (like for lights). I don't know yet how to solve properly MeshShaderMaterial & co :(
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由 Mr.doob 提交于
Starting to prepare stuff for adding Fog. Having Fog.js inside /scenes doesn't sound right, but I guess it can be there for now... The idea would be to do `scene.fog = new THREE.Fog( color, near, far );` This way seems consistent with the rest of the API. By default `scene.fog` is `null`.
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