- 06 2月, 2012 1 次提交
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由 alteredq 提交于
MD2Character is an object encapsulating character body, multiple weapons and multiple skins as a single entity.
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- 01 2月, 2012 3 次提交
- 31 1月, 2012 1 次提交
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由 alteredq 提交于
It seems to work, though not sure yet how to handle some things. Also for the moment it's implemented just for Lambert material.
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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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- 22 1月, 2012 3 次提交
- 21 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 19 1月, 2012 6 次提交
- 15 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 14 1月, 2012 1 次提交
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由 alteredq 提交于
This is for easier visual checking of RGBA encoded depth maps.
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- 10 1月, 2012 3 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Before SpotLight was a weird mix of shadow casted from PointLight and light casted from DirectionalLight.
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由 alteredq 提交于
As per discussion here: https://github.com/alteredq/three.js/commit/835b57addaf328412b61a2b644ff5efd7fe6d25e
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- 07 1月, 2012 3 次提交
- 06 1月, 2012 3 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Sidenote: these extra verbose Closure warnings are starting to pay off - I keep catching subtle bugs (like missing dependencies in rarely used code corners).
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由 alteredq 提交于
This allows to have different shadow map parameters for different lights, also it's easier to access parameters for tweaking / debugging. Changes: renderer.shadowMapWidth => spotLight.shadowMapWidth renderer.shadowMapHeight => spotLight.shadowMapHeight renderer.shadowMapBias => spotLight.shadowBias renderer.shadowMapDarkness => spotLight.shadowDarkness renderer.shadowCameraNear => spotLight.shadowCameraNear renderer.shadowCameraFar => spotLight.shadowCameraFar renderer.shadowCameraFov => spotLight.shadowCameraFov Also added new uniform type "v2v" for array of Vector2 (to support per-light sizes of shadow maps).
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- 05 1月, 2012 1 次提交
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由 alteredq 提交于
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- 04 1月, 2012 3 次提交
- 03 1月, 2012 1 次提交
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由 alteredq 提交于
Shadows should be now done more correctly and also be a bit less fussy. Before RGBA encoded depth maps were getting messed up with blending (that's why everything was extremely sensitive to frustum size). All examples with shadows had to be re-tweaked (shadows now behave differently).
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- 02 1月, 2012 3 次提交
- 01 1月, 2012 1 次提交
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由 alteredq 提交于
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- 31 12月, 2011 1 次提交
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由 alteredq 提交于
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- 28 12月, 2011 3 次提交