- 14 8月, 2012 2 次提交
- 03 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 02 8月, 2012 2 次提交
- 01 8月, 2012 1 次提交
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由 alteredq 提交于
Displacement should be computed in object space (and shouldn't need scaling). Correct shadow casting still needs a custom depth material but at least shadow receiving should now work with displaced vertices.
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- 31 7月, 2012 1 次提交
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由 alteredq 提交于
This makes it a bit more heavy but saves quite a few varyings, making it possible to handle more lights in ANGLE. Fixes #2260
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- 13 7月, 2012 1 次提交
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由 alteredq 提交于
Changed LeePerry in CTM example to use normal map shader.
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- 16 3月, 2012 1 次提交
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由 alteredq 提交于
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- 30 1月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1207
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- 02 1月, 2012 2 次提交
- 28 12月, 2011 1 次提交
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由 alteredq 提交于
Also refactored a bit regular Phong shader and refreshed Lee-Perry normal map example to be less zombie-like.
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
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- 29 11月, 2011 1 次提交
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由 alteredq 提交于
Doing normalization of normals / binormals / tangents in fragment shader instead of vertex shader. This seems to help with artefacts appearing in certain models with OpenGL rendering backend. Also added modulating environment reflection by specular map.
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- 11 10月, 2011 1 次提交
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由 alteredq 提交于
Before lighting was messed up in dynamically generated cube maps. Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default). For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector). There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
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- 08 10月, 2011 3 次提交
- 07 10月, 2011 1 次提交
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由 alteredq 提交于
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- 06 10月, 2011 5 次提交
- 24 9月, 2011 1 次提交
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由 alteredq 提交于
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- 02 9月, 2011 2 次提交
- 31 8月, 2011 3 次提交
- 30 8月, 2011 2 次提交
- 03 8月, 2011 1 次提交
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由 alteredq 提交于
Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation. This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture. By default it's switched off (alphaTest = 0). AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
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- 23 7月, 2011 1 次提交
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由 zz85 提交于
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- 18 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 12 7月, 2011 1 次提交
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由 alteredq 提交于
Thanks to @fazeaction for spotting this.
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- 08 7月, 2011 1 次提交
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由 alteredq 提交于
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- 03 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 7月, 2011 1 次提交
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由 alteredq 提交于
Plus some more Loader changes: - fixed diffuse color and opacity being skipped when diffuse texture is present in JSON - more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON) - added handling of wrap / offset / repeat parameters for all textures Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values. Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
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