- 13 12月, 2012 20 次提交
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由 Mr.doob 提交于
This gave me a hard time in a presentation where I was embeding the editor in one of the slides and it was stealing the focus...
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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
Still unsure of whether to rename it to dispose instead. I guess a problem of the world deallocate is that you're unsure wether it is dealocate or deallocate.
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由 alteredq 提交于
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由 alteredq 提交于
WebGLDeferredRenderer: syncing live light color, intensity, distance and visibility to deferred light proxy.
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由 Mr.doob 提交于
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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
Still need to solve live material / lights parameters updates (only light position is dynamic for now).
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由 Mr.doob 提交于
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由 alteredq 提交于
This mirrors WebGLRenderer: when "antialias = true" FXAA is enabled, by default it's disabled. Unlike WebGLRenderer though antialiasing can be enabled / disabled in runtime: renderer.setAntialias( true ); renderer.setAntialias( false );
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由 alteredq 提交于
Lines do look pretty ugly with FXAA antialiasing though :S
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 alteredq 提交于
Full-screen light proxies need to turn off depth testing. Instead stencil buffer now takes care of not touching background pixels. Also matched specular term compositing to point lights.
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由 alteredq 提交于
Nevertheless these are very heavy in deferred shading because they need to touch every pixel. Try to avoid using infinite distance PointLights, always specify some light.distance (smaller the better, more local light is cheaper it is).
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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
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- 12 12月, 2012 7 次提交
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由 alteredq 提交于
It makes lights work when the camera is inside the light volume and somehow it's also 10% faster. You just need to make sure camera far plane is far enough to encompass the whole light proxy, otherwise there are not lit slices of proxy sphere. (I don't really understand why flipping the depth test works, originally depth test was supposed to be just disabled) See #2624
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由 Mr.doob 提交于
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由 Zelimir Fedoran 提交于
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由 alteredq 提交于
See #2624
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由 David Gossow 提交于
ColladaLoader: added check for existence of diffuse/emissive properties before Material creation in Shader
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由 David Gossow 提交于
ColladaLoader: added correct surface/sampler sid mapping to support surfaces with multiple textures (e.g. color + normals)
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由 alteredq 提交于
See #2624
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- 11 12月, 2012 13 次提交