- 31 8月, 2011 1 次提交
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由 alteredq 提交于
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing). Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
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- 30 8月, 2011 1 次提交
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由 alteredq 提交于
Added dot screen shader / effect. Extended postprocessing demo. Fixed viewport bug for render targets.
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- 27 8月, 2011 1 次提交
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由 alteredq 提交于
Work-in-progress.
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- 26 8月, 2011 1 次提交
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由 Andrew Wason 提交于
Fixes lightMap bug https://github.com/mrdoob/three.js/issues/458
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- 25 8月, 2011 2 次提交
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- 23 8月, 2011 1 次提交
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由 alteredq 提交于
Also added some comments to uniforms setter, it's starting to get a bit messy.
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- 14 8月, 2011 2 次提交
- 12 8月, 2011 1 次提交
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由 Jerome Etienne 提交于
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- 08 8月, 2011 1 次提交
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由 alteredq 提交于
Impact on performance is not very big, you need a lot of triangles with complex fragment shaders to see the difference.
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- 06 8月, 2011 1 次提交
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由 alteredq 提交于
Added better random in GeometryUtils. Added possibility of using custom depth material for shadow maps.
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- 05 8月, 2011 1 次提交
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由 alteredq 提交于
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- 04 8月, 2011 1 次提交
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由 alteredq 提交于
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- 03 8月, 2011 2 次提交
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由 alteredq 提交于
DataTexture can be used in the same places like image / video based Texture (WebGLRenderer-only). To be used like this: var width = 64, height = 64, bytes = 3; var data = new Uint8Array( width * height * bytes ); // fill data array with values 0 .. 255 var texture = DataTexture( data, width, height, THREE.RGBFormat ); texture.needsUpdate = true; For the moment only UNSIGNED_BYTE type is supported.
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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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- 28 7月, 2011 1 次提交
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由 alteredq 提交于
Nine tap sampling, by default it's on, switch off with: renderer.shadowMapSoft = false;
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- 27 7月, 2011 2 次提交
- 26 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2011 1 次提交
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由 alteredq 提交于
Added Matrix4 type to uniforms. Fixed Texture cloning. Fixed uniforms cloning for Vector2, Vector4 and arrays.
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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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- 16 7月, 2011 1 次提交
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由 Chandler Prall 提交于
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- 14 7月, 2011 1 次提交
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由 alteredq 提交于
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- 13 7月, 2011 1 次提交
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由 alteredq 提交于
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- 05 7月, 2011 1 次提交
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由 Mr.doob 提交于
Testing out texImage2D instead of texSubImage2D again. @alteredq: which browsers/os didn't like this combo?
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- 03 7月, 2011 2 次提交
- 02 7月, 2011 3 次提交
- 20 6月, 2011 2 次提交
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由 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.
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由 jsermeno 提交于
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- 19 6月, 2011 1 次提交
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由 alteredq 提交于
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- 17 6月, 2011 1 次提交
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由 Nik Van den Wijngaert 提交于
Added polygonOffset parameters to THREE.Material. The WebGLRenderer evaluates this right after depthTest for opaque and transparent passes through the setPolygonOffset function.
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- 16 6月, 2011 3 次提交
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由 alteredq 提交于
Not perfect solution but better than nothing.
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由 Sven Andersson 提交于
Added overrideMaterial property to Scene. If set, the material will be the only material used in WebGLRenderer.render(...). Set to null to disable.
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由 Nik Van den Wijngaert 提交于
Added an optional renderDepth (should be in [0,1]) to objects which will override the default z-sorting in the renderer. Setting this attribute on e.g. meshes allows us to control painting order and solve any transparency/depth test issues when relying on default sort order.
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- 15 6月, 2011 1 次提交
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由 Mr.doob 提交于
Reverted to previous WebGLRenderer.setTexture code. Now that Chrome 12 is out, it should be working? Commented out troublesome object-behind-camera check in Ray.js
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- 14 6月, 2011 1 次提交
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由 alteredq 提交于
Added handling of removal of particle systems, ribbons, lines, shadow volumes, marching cubes. Fixed bug with partial mesh removal.
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