- 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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- 01 7月, 2011 2 次提交
- 11 4月, 2011 1 次提交
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由 alteredq 提交于
Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo. Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts. Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off. Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing). Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 28 2月, 2011 1 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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- 24 2月, 2011 1 次提交
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由 alteredq 提交于
That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
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- 17 2月, 2011 1 次提交
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由 alteredq 提交于
We have been very lucky - setters / getters were not supported till just 2 hours ago (so fresh, I had to build Closure myself from their repo ;). http://code.google.com/p/closure-compiler/issues/detail?id=249 Also some refactoring plus added hackish animation offset feature.
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- 07 2月, 2011 1 次提交
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由 alteredq 提交于
Very much work-in-progress. Expect things to change. Also changed film shader to have optional grayscale (controlled via uniform).
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- 03 2月, 2011 2 次提交
- 02 2月, 2011 2 次提交
- 18 1月, 2011 1 次提交
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由 Mr.doob 提交于
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- 27 12月, 2010 1 次提交
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由 Mr.doob 提交于
Re-tweaked normalmap2 demo.
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