- 02 1月, 2013 1 次提交
-
-
由 alteredq 提交于
The problem this tries to address is - how to incorporate surface normals into diffuse term area light calculations. The original approach completely ignored surface normals, which resulted in both light shining on backfaces and lit surfaces not showing any shading. This made prettier empty box with very soft look but anything inside the box had completely flat diffuse term. Not yet fully solved. I tried myriad variants, all methods I could come up with had some problems. This one for example breaks down when the light emitter area intersects object triangle :S. Also fixed handling of vertex colors for emissive term and tried a bit closer match with shininess strength between area lights and other light types, though this is tricky, seems it would require some non-linear mapping.
-
- 30 12月, 2012 8 次提交
- 29 12月, 2012 1 次提交
-
-
由 Ben Houston 提交于
-
- 28 12月, 2012 7 次提交
-
-
由 Ben Houston 提交于
-
由 Ben Houston 提交于
-
由 Ben Houston 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Ben Houston 提交于
-
- 27 12月, 2012 5 次提交
-
-
由 Max Ogden 提交于
-
由 Ben Houston 提交于
-
由 Ben Houston 提交于
-
由 Ben Houston 提交于
-
由 Ben Houston 提交于
expand Matrix3 with set, identity, copy, multiplyScalar, deteminant, clone; Matrix3/4.getInverse will now optionally throw an exception; start Matrix3/4 unit tests
-
- 26 12月, 2012 2 次提交
- 24 12月, 2012 7 次提交
- 23 12月, 2012 2 次提交
- 22 12月, 2012 7 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
I tried to replace the box.js with CubeGeometry but I guess material.side is still not implemented.
-
由 alteredq 提交于
WebGLDeferredRenderer: made attenuation parameters properties of AreaLight instead of hardcoded constants.
-
由 alteredq 提交于
Up vector can go outside of the shader. Attenuation can be computed only for lit pixels. Also removed magic 1.5 constant in diffuse term.
-
由 alteredq 提交于
Using original ArKano22's way: http://www.gamedev.net/topic/552315-glsl-area-light-implementation/
-