1. 21 12月, 2011 2 次提交
  2. 16 12月, 2011 1 次提交
  3. 18 11月, 2011 1 次提交
  4. 29 10月, 2011 1 次提交
  5. 28 10月, 2011 1 次提交
  6. 23 10月, 2011 1 次提交
  7. 19 10月, 2011 1 次提交
    • A
      Experimenting with Phong computed fully in fragment shader. Added new point lights test. · b4f89f4b
      alteredq 提交于
      New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.
      
      This version is able to light single untesselated quad correctly.
      
      Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.
      
      Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
      b4f89f4b
  8. 18 10月, 2011 2 次提交
    • A
      Added "metal" parameter to Phong. Added new materials test. · 22535923
      alteredq 提交于
      Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
      22535923
    • A
      Changed ambient handling for Phong and Lambert materials. · 9968b7dc
      alteredq 提交于
      Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black.
      
      Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
      9968b7dc
  9. 12 10月, 2011 2 次提交
  10. 11 10月, 2011 1 次提交
    • A
      Refactored CubeCamera / cube map handling. · addb3a12
      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).
      addb3a12
  11. 08 10月, 2011 3 次提交
  12. 07 10月, 2011 1 次提交
  13. 06 10月, 2011 1 次提交
  14. 24 9月, 2011 3 次提交
  15. 22 9月, 2011 1 次提交
  16. 21 9月, 2011 1 次提交
  17. 17 9月, 2011 1 次提交
  18. 16 9月, 2011 1 次提交
  19. 02 9月, 2011 1 次提交
  20. 03 8月, 2011 1 次提交
    • A
      Added alphaTest parameter to base Material plus corresponding shader chunk in... · dc042582
      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).
      dc042582
  21. 02 8月, 2011 1 次提交
  22. 28 7月, 2011 2 次提交
  23. 27 7月, 2011 2 次提交
  24. 26 7月, 2011 1 次提交
  25. 25 7月, 2011 1 次提交
  26. 18 7月, 2011 1 次提交
  27. 12 7月, 2011 1 次提交
  28. 08 7月, 2011 1 次提交
  29. 05 7月, 2011 1 次提交
    • M
      Some clean up. · 8bf95541
      Mr.doob 提交于
      Testing out texImage2D instead of texSubImage2D again.
      @alteredq: which browsers/os didn't like this combo?
      8bf95541
  30. 03 7月, 2011 1 次提交
  31. 20 6月, 2011 1 次提交
    • A
      Added normal maps support to Blender scene exporter and SceneLoader. · f92f3607
      alteredq 提交于
      Blender normal map support is work-in-progress:
       - for individual models normal map shader will need to be refactored to use standard scene lights
       - would be nice to handle also bump maps (a lot of Blender assets do not use "use_normal_map" flag on tangent space normal texture but instead use "use_map_normal" flag on texture slot of grayscale heightmap texture)
      
      Also some whitespace cleanup.
      f92f3607