- 20 12月, 2012 7 次提交
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由 Ben Houston 提交于
remove duplicate Quaternion.toEuler (already on Vector3.setEulerFromQuaternion), expand Quat unit test, fix merge.
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由 Ben Houston 提交于
Conflicts: test/sources.html
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由 Ben Houston 提交于
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由 Ben Houston 提交于
add new credits to Quaternion.js, expand Quaternion unit tests, move Matrix4 set* methods to standard file location.
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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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- 18 12月, 2012 5 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
rename benchmarks and unit test HTML files based on pattern established in /examples. Expand float23array benchmark to cover most alternatives.
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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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- 15 12月, 2012 4 次提交
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由 alteredq 提交于
SceneLoader: setting visibility of implicitly created children to explicitly specified visibility in JSON. This is for toggling visibility in hierarchy models loaded from OBJ, UTF8, etc. where in JSON there is just a root node.
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由 alteredq 提交于
Also hierarchy roots now get proper names (instead of those erroneous empties).
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由 alteredq 提交于
Because of deferred materials sharing and MeshFaceMaterials previous solution was causing disappearances of random parts. There are still some disappearance glitches though if the scene includes some BufferGeometry objects. This was happening also before hiding transparent parts, so seems unrelated, more likely some bug in GL state handling for BufferGeometry rendering.
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由 alteredq 提交于
At least for now; later on these should be probably rendered in a separate forward renderer pass.
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- 14 12月, 2012 6 次提交
- 13 12月, 2012 18 次提交
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由 Mr.doob 提交于
This gave me a hard time in a presentation where I was embeding the editor in one of the slides and it was stealing the focus...
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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
Still unsure of whether to rename it to dispose instead. I guess a problem of the world deallocate is that you're unsure wether it is dealocate or deallocate.
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由 alteredq 提交于
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由 alteredq 提交于
WebGLDeferredRenderer: syncing live light color, intensity, distance and visibility to deferred light proxy.
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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 alteredq 提交于
Still need to solve live material / lights parameters updates (only light position is dynamic for now).
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由 Mr.doob 提交于
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由 alteredq 提交于
This mirrors WebGLRenderer: when "antialias = true" FXAA is enabled, by default it's disabled. Unlike WebGLRenderer though antialiasing can be enabled / disabled in runtime: renderer.setAntialias( true ); renderer.setAntialias( false );
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由 alteredq 提交于
Lines do look pretty ugly with FXAA antialiasing though :S
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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 alteredq 提交于
Full-screen light proxies need to turn off depth testing. Instead stencil buffer now takes care of not touching background pixels. Also matched specular term compositing to point lights.
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由 alteredq 提交于
Nevertheless these are very heavy in deferred shading because they need to touch every pixel. Try to avoid using infinite distance PointLights, always specify some light.distance (smaller the better, more local light is cheaper it is).
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由 alteredq 提交于
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