1. 26 11月, 2010 2 次提交
  2. 25 11月, 2010 1 次提交
    • A
      Added cars demo. · 696c7015
      alteredq 提交于
      Not sure about adding car models, they are quite big (even binary ones). To be removed if it makes troubles with git / GitHub.
      696c7015
  3. 24 11月, 2010 4 次提交
    • M
      Updated build. · 137f85f7
      Mr.doob 提交于
      137f85f7
    • A
      More sane object removal from WebGLRenderer. · aaf56993
      alteredq 提交于
      Not anymore automatic, but also much less wasteful.
      
      Has to be called in tandem with scene object removal:
      
          scene.removeObject( object );
          webglRenderer.removeObject( scene, object );
      aaf56993
    • A
    • A
      In WebGLRenderer transparent materials are now handled in the same pass as... · 8f38ddca
      alteredq 提交于
      In WebGLRenderer transparent materials are now handled in the same pass as blended materials (resulting in better fake transparency ;)
      
      The order of render passes is now following:
      
      1. opaque materials with normal blending
      
      2. opaque materials with additive blending
      3. opaque materials with subtractive blending
      
      4. transparent materials with additive blending
      5. transparent materials with subtractive blending
      6. transparent materials with normal blending
      
      With growing number of passes it's possible it may be worth to do some pre-sorting, though it would have to be tested.
      
      Current way is fairly cheap as if there are no corresponding materials in the pass, for loops just blast through (potentially many very cheap operations).
      
      Pre-sorting would mean creating arrays on the fly in each frame (one expensive operation with effect on garbage collection, which especially Firefox is currently very bad at).
      8f38ddca
  4. 23 11月, 2010 3 次提交
  5. 22 11月, 2010 7 次提交
  6. 21 11月, 2010 2 次提交
  7. 20 11月, 2010 4 次提交
    • A
      And refraction /reflection cube mapping is fixed. Also added two new examples for refraction. · 946cc6a2
      alteredq 提交于
      Fix is a bit dirty, but at least it's short ;)
      946cc6a2
    • M
      Merging with alteredq's branch. · 6cb36110
      Mr.doob 提交于
      6cb36110
    • M
      Merging alteredq's branch · 4901440e
      Mr.doob 提交于
      4901440e
    • A
      Added refractive mapping and mixing combination mode for the environment map... · fbd12838
      alteredq 提交于
      Added refractive mapping and mixing combination mode for the environment map and the underlying material.
      
      This commit has handful of things going on:
      
      - had to sacrifice one light to please ANGLE, making it again up to 4 instead of up to 5 total lights :(
      
      - Basic / Lambert / Phong materials now have new parameters:
      
          "combine": THREE.Mix | THREE.Multiply [default]
      
            - tells how to combine environment map with the original material:
      
               - "Multiply" creates chrome-like metallic look (it's what was already there),
                 color of the underlying material is multiplied with the environment map,
                 this creates different colored metals
      
               - "Mix" creates shiny plastic look
                  color of the underlying material is lerped with the environment map,
                  amount of the contribution from the environment map is controlled
                  by another new parameter "reflectivity"
      
          "reflectivity": <float> [from <0.0, 1.0>]
      
             - controls mixing of underlying material and environment map for "Mix" combine mode
                0: pure underlying material, zero contribution from environment map (Basic/Lambert/Phong)
                1: pure environment map, zero contribution from underlying material (uncolored chrome look)
      
          "refraction_ratio": <float>
      
            - controls refractive mapping, ratio of the index of refraction in the medium containing the incident ray
              to that of the medium being entered
            - sensible values seem to be from ~0.6 - 1.0
              (in theory, e.g. air/glass should be 0.75, but this looks weird, values between 0.9 - 1.0 give the most interesting results,
               though maybe there is bug somewhere in my code)
      
            - for use refraction mapping, just add parameter to TextureCube like this (default is reflection mapping)
      
                "new THREE.TextureCube( images, THREE.RefractionMap )"
      fbd12838
  8. 19 11月, 2010 2 次提交
    • M
      Fixed skybox effect on cubemap demos · 2be2673d
      Mr.doob 提交于
      CanvasRenderer code clean up
      2be2673d
    • M
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer... · d21c2979
      Mr.doob 提交于
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer without illumination... ?
      At first I though the cube around the sphere was x-inverted (unless the in tention is to simulate refraction...) I've tried changing that but the effect is still weird. I guess those textures work mainly for the sphere and not for the panorama.
      
      I reused the code and did another example using the skymap. More to come ;)
      
      I can see some lines at the edges of the planes though. I guess that's antialiasing kicking in. Should be fixed with a proper cube mesh I guess.
      
      CanvasRenderer has a property called `autoClear` which is true by default. By making it false you have control of when the renderer cleans the screen (by calling renderer.clear()). I wonder if something like that can be added to the WebGLRenderer? That way we can render the cube outside the spheres from a diferent camera (centered in the middle of the screen) than the spheres floating.
      
      Also, added `shading` parameter to `MeshBasicMaterial` (environment mapping was being rendered faceted when using `MeshBasicMaterial` because `shading` was missing (and thus Faceted)).
      d21c2979
  9. 18 11月, 2010 3 次提交
    • A
      Fixed vertex shader to work in Mac. · 0610f573
      alteredq 提交于
      0610f573
    • A
      Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;) · 3ee99dc4
      alteredq 提交于
      TODO:
      
        - maybe image array loader should go into TextureCube.js so that people could just reuse the code
      
        - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
          currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
      3ee99dc4
    • A
      Added checks for nonexisting face materials if MeshFaceMaterial is used. · 5535f711
      alteredq 提交于
      Cloned materials.html -> materials_gl.html to have easier test for WebGLRenderer.
      
      TODO:
      
      Investigate why this test is so slow. It shouldn't be, materials_shaders.html is more complex and yet it is much faster (36 vs 60 fps).
      
      MeshFaceMaterial with every face different is pretty bad use case for WebGLRenderer, but this still doesn't fully explain slowdown :(.
      5535f711
  10. 17 11月, 2010 8 次提交
    • M
      Compiled lib with julianwa's Line clipping fix. · c1741579
      Mr.doob 提交于
      c1741579
    • M
    • M
      Updated README. · c16394d2
      Mr.doob 提交于
      Pushed REVISION to 29.
      c16394d2
    • M
      Projector merged succesfully. · b025a617
      Mr.doob 提交于
      b025a617
    • M
      Added FaceMaterial example in materials demo. · 2b92a824
      Mr.doob 提交于
      2b92a824
    • M
      Merging with alteredq branch · 7dd33d6d
      Mr.doob 提交于
      7dd33d6d
    • A
      Added poor man's additive blending to WebGLRenderer. · e98d8da4
      alteredq 提交于
      Render first objects / material groups that use normal blending, then render ones which use additive blending.
      
      Proper solution should be: sort triangles by blending, render all the normal ones, sort additive ones by depth and then render them back to front.
      
      http://www.opengl.org/resources/faq/technical/transparency.htm
      http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=08
      
      While this is acceptable in C++ / OpenGL, with JavaScript / WebGL this would kill the performance (you would need to sort triangles in JS and also create new buffers every frame).
      
      Also tried to come up with subtractive / darken blending, but didn't find any satisfactory formula :(.
      e98d8da4
    • A
      Added support to "shading" materials parameter in WebGLRenderer. · 3d370891
      alteredq 提交于
      This is actually tricky due to multimaterials and vertex normals.
      
      The practical effects of "shading" parameter in WebGLRenderer are currently following:
      
      - if your model has vertex normals, now you can "dumb down" its shading by specifying THREE.FlatShading for MeshLambertMaterial and MeshPhongMaterial
      - if your model has only face normals, it will always have just flat shading, no matter which shading you set, no escape from this
      - if your model has multiple materials, smooth shading always "wins", meaning if there is at least one smooth shaded material in multimaterial group, all other materials in this group will be also smooth shaded (this is solvable by having multiple normal buffers, but seems wasteful, at least for the moment, till there are no practical use cases)
      
      Currently implemented shading / material combinations:
      
        - MeshNormalMaterial: FlatShading [default], GouradShading
        - MeshDepthMaterial:  no shading parameter in material, uses own specific shading
        - MeshBasicMaterial: no shading parameter in material, uses own specific shading
        - MeshLambertMaterial: FlatShading, GouraudShading [default]
        - MeshPhongMaterial: FlatShading, PhongShading [default]
      3d370891
  11. 16 11月, 2010 4 次提交