1. 20 11月, 2010 1 次提交
  2. 19 11月, 2010 4 次提交
    • M
      Started GeometryUtils class. · d961ee52
      Mr.doob 提交于
      MeshUtils.merge( object1, object2 [ geometry | mesh ] ): Merges object2 into object1. Implemented in materials_cubemap_sky.
      d961ee52
    • M
      Fixed skybox effect on cubemap demos · 2be2673d
      Mr.doob 提交于
      CanvasRenderer code clean up
      2be2673d
    • M
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer... · d21c2979
      Mr.doob 提交于
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer without illumination... ?
      At first I though the cube around the sphere was x-inverted (unless the in tention is to simulate refraction...) I've tried changing that but the effect is still weird. I guess those textures work mainly for the sphere and not for the panorama.
      
      I reused the code and did another example using the skymap. More to come ;)
      
      I can see some lines at the edges of the planes though. I guess that's antialiasing kicking in. Should be fixed with a proper cube mesh I guess.
      
      CanvasRenderer has a property called `autoClear` which is true by default. By making it false you have control of when the renderer cleans the screen (by calling renderer.clear()). I wonder if something like that can be added to the WebGLRenderer? That way we can render the cube outside the spheres from a diferent camera (centered in the middle of the screen) than the spheres floating.
      
      Also, added `shading` parameter to `MeshBasicMaterial` (environment mapping was being rendered faceted when using `MeshBasicMaterial` because `shading` was missing (and thus Faceted)).
      d21c2979
    • M
  3. 18 11月, 2010 3 次提交
    • A
      Fixed vertex shader to work in Mac. · 0610f573
      alteredq 提交于
      0610f573
    • A
      Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;) · 3ee99dc4
      alteredq 提交于
      TODO:
      
        - maybe image array loader should go into TextureCube.js so that people could just reuse the code
      
        - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
          currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
      3ee99dc4
    • A
      Added checks for nonexisting face materials if MeshFaceMaterial is used. · 5535f711
      alteredq 提交于
      Cloned materials.html -> materials_gl.html to have easier test for WebGLRenderer.
      
      TODO:
      
      Investigate why this test is so slow. It shouldn't be, materials_shaders.html is more complex and yet it is much faster (36 vs 60 fps).
      
      MeshFaceMaterial with every face different is pretty bad use case for WebGLRenderer, but this still doesn't fully explain slowdown :(.
      5535f711
  4. 17 11月, 2010 10 次提交
  5. 16 11月, 2010 10 次提交
  6. 15 11月, 2010 7 次提交
  7. 13 11月, 2010 5 次提交