- 25 12月, 2010 1 次提交
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由 Mr.doob 提交于
Cleaned up shader snippets in WebGLRenderer2.
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- 14 12月, 2010 1 次提交
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由 Mr.doob 提交于
Made 0xffffff the default color on all materials (0xeeeeee was making the AO a bit darker).
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- 05 12月, 2010 1 次提交
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由 alteredq 提交于
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- 23 11月, 2010 1 次提交
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由 Mr.doob 提交于
Fixed SVGRenderer.
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- 20 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 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 )"
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- 19 11月, 2010 1 次提交
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由 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)).
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- 18 11月, 2010 1 次提交
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由 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
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- 17 11月, 2010 1 次提交
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由 Mr.doob 提交于
GouraudShading and PhongShading ⟶ SmoothShading
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- 15 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use texture also in Basic and Phong materials). Also started to retire old model format: removed old OBJ converter and meshes that it generated. TODO: - take into account shading and blending parameters - transplant cube map support from experimental material
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- 13 11月, 2010 4 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D) `Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
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由 alteredq 提交于
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由 alteredq 提交于
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
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- 12 11月, 2010 2 次提交
- 06 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 03 9月, 2010 1 次提交
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由 Nicolas Garcia Belmonte 提交于
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- 17 7月, 2010 1 次提交
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由 Mr.doob 提交于
* `Face4` now supports `MeshBitmapUVMappingMaterial` * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`. * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial` * `ColorFillMaterial` > `MeshColorFillMaterial` * `ColorStrokeMaterial` > `MeshColorStrokeMaterial` * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial` * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial` * `ColorStrokeMaterial` > `LineColorMaterial` * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
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- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 11 6月, 2010 1 次提交
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由 Mr.doob 提交于
- Added (mandatory) video example - Restructured examples folder
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- 10 6月, 2010 1 次提交
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由 Mr.doob 提交于
- Added wireframe view on VR demo
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- 07 6月, 2010 1 次提交
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由 Mr.doob 提交于
- CanvasRenderer supports TextureUVMappingMaterial. - Moved UVs to Geometry. - Minor clean up
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- 06 6月, 2010 1 次提交
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由 Mr.doob 提交于
+ Workaround for WebKit not supporting rgba() in SVG yet + Aesthetic changes on the readme file
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- 16 5月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added THREE namespace Camera.x -> Camera.position.x Camera.target.x -> Camera.target.position.x ColorMaterial -> ColorFillMaterial FaceColorMaterial -> FaceColorFillMaterial Materials are now multipass (use array) Added ColorStrokeMaterial and FaceColorStrokeMaterial geometry.faces.a are now indexes instead of links
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