1. 14 8月, 2012 4 次提交
  2. 11 8月, 2012 2 次提交
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      774d59f9
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      Started to experimenting with tangent-less bump mapping by Morten Mikkelsen. · f390c955
      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
      f390c955
  3. 10 8月, 2012 6 次提交
  4. 09 8月, 2012 1 次提交
  5. 08 8月, 2012 2 次提交
  6. 07 8月, 2012 17 次提交
  7. 06 8月, 2012 8 次提交