1. 31 8月, 2011 1 次提交
    • A
      Optimized postprocessing example. · 1cbcc5be
      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).
      1cbcc5be
  2. 30 8月, 2011 1 次提交
  3. 27 8月, 2011 1 次提交
  4. 26 8月, 2011 1 次提交
  5. 25 8月, 2011 2 次提交
  6. 23 8月, 2011 1 次提交
  7. 14 8月, 2011 2 次提交
    • M
      REVISION++ · 714e9ec3
      Mr.doob 提交于
      * Added support to texture.offset in CanvasRenderer
      * Removed ShadowVolume, ShadowVolumeDynamicMaterial and LensFlare classes.
      * Removed Stencil Shadows and LensFlare code out of WebGLRenderer
      * Added 2.59 folder to Blender, and removed old ones.
      714e9ec3
    • M
      Moved `object.dynamic` to `geometry.dynamic`. · d65aec18
      Mr.doob 提交于
      d65aec18
  8. 12 8月, 2011 1 次提交
  9. 08 8月, 2011 1 次提交
  10. 06 8月, 2011 1 次提交
  11. 05 8月, 2011 1 次提交
  12. 04 8月, 2011 1 次提交
  13. 03 8月, 2011 2 次提交
    • A
      Added DataTexture, for creating textures out of raw data. · 01bebe5c
      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.
      01bebe5c
    • 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
  14. 28 7月, 2011 1 次提交
  15. 27 7月, 2011 2 次提交
  16. 26 7月, 2011 1 次提交
  17. 25 7月, 2011 1 次提交
  18. 18 7月, 2011 1 次提交
  19. 16 7月, 2011 1 次提交
  20. 14 7月, 2011 1 次提交
  21. 13 7月, 2011 1 次提交
  22. 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
  23. 03 7月, 2011 2 次提交
  24. 02 7月, 2011 3 次提交
  25. 20 6月, 2011 2 次提交
  26. 19 6月, 2011 1 次提交
  27. 17 6月, 2011 1 次提交
  28. 16 6月, 2011 3 次提交
  29. 15 6月, 2011 1 次提交
  30. 14 6月, 2011 1 次提交