- 09 11月, 2012 11 次提交
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由 alteredq 提交于
Small fix to #2610
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由 alteredq 提交于
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由 alteredq 提交于
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由 WestLangley 提交于
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由 alteredq 提交于
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由 WestLangley 提交于
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由 alteredq 提交于
Because that's what it is.
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由 alteredq 提交于
Now it should look the same no matter where the object is located.
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由 alteredq 提交于
In the process found some issues: - HemisphereLight shading is wrong for objects not in origin, it shouldn't depend on light position amplitude and object position in the scene - GL errors about uniforms thrown when all lights have "visible = false" - object dragging in the viewport sometimes hits invisible wall (I guess it's because of limited picking plane size?) - ArrowHelper doesn't seem to work for (0,-1,0) direction
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由 WestLangley 提交于
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由 alteredq 提交于
I wonder how this could happen, built lib from that commit does have corresponding change.
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- 08 11月, 2012 1 次提交
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由 alteredq 提交于
Also fixed spotlights shading in Lambert material and light helpers init colors for light intensities > 1. Please disregard init scene lighting weirdness, this is just temporary, to be able to test light helpers.
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- 07 11月, 2012 12 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
This is for PointLights. Also removed unused distance property from DirectionalLight class (at least I think so, I know WebGL materials don't use this and I couldn't find it used elsewhere).
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
But I guess it was already deleted if you were on Windows... :)
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由 alteredq 提交于
Added rays also to DirectionalLightHelper. Refactored PointLightHelper and DirectionalLightHelper.
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由 alteredq 提交于
Also added one PointLight to dummy starting scene to be able to test point lights (at least while there is no UI for adding lights). Changed multiple gizmos not to be affected by fog. Made DirectionalLightHelper constructor take sphere size as a parameter.
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由 alteredq 提交于
Fixes #2600
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由 WestLangley 提交于
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- 06 11月, 2012 4 次提交
- 03 11月, 2012 8 次提交
- 02 11月, 2012 4 次提交
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由 alteredq 提交于
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由 alteredq 提交于
This makes it safer to compile shaders without maxLights cap. Only per vertex phong code path is sensitive to available number of varyings (together with shadow maps, but you would need to be pretty crazy to have enough shadowed lights to hit varying limits). Also like this phong material behaves more as expected for large polygons. Performance wise, for many use cases and systems it's actually similar or even faster.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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