- 14 8月, 2012 6 次提交
- 11 8月, 2012 4 次提交
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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
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由 alteredq 提交于
It requires OES_standard_derivatives extension and benefits a lot from having EXT_texture_filter_anisotropic extension (set high anisotropy for bump texture). Added new LeePerry example and modified materials2 WebGL example to show this in action. Still quite a few things not solved: - why there are seams at LeePerry model? (I suspect mesh discontinuities? this method is supposed to have less seams problems than normal mapping :S) - it will crash without color map due to missing UVs, need to solve better UV initialization / sharing of shader parameters between chunks - didn't check impact on environment mapping yet - maybe also Lambert could be extended - it should be somehow possible to precompute derivative maps and use this instead of "dHdxy_fwd()" method
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- 10 8月, 2012 6 次提交
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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
Not really sure what to do with UVs for remaining geometries - they are either quite arbitrary or anyways not working well so far. Also did some housekeeping for more geometry examples.
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由 alteredq 提交于
This fixes also TextGeometry.
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由 alteredq 提交于
This fixes IcosahedronGeometry and OctahedronGeometry (IcosahedronGeometry does have messed up UVs at the seam though this was broken even before, in r49). Also made object rotation frame-rate independent in geometries example.
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由 alteredq 提交于
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- 09 8月, 2012 3 次提交
- 08 8月, 2012 9 次提交
- 07 8月, 2012 12 次提交