- 17 11月, 2010 3 次提交
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由 Mr.doob 提交于
GouraudShading and PhongShading ⟶ SmoothShading
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由 alteredq 提交于
This is actually tricky due to multimaterials and vertex normals. The practical effects of "shading" parameter in WebGLRenderer are currently following: - if your model has vertex normals, now you can "dumb down" its shading by specifying THREE.FlatShading for MeshLambertMaterial and MeshPhongMaterial - if your model has only face normals, it will always have just flat shading, no matter which shading you set, no escape from this - if your model has multiple materials, smooth shading always "wins", meaning if there is at least one smooth shaded material in multimaterial group, all other materials in this group will be also smooth shaded (this is solvable by having multiple normal buffers, but seems wasteful, at least for the moment, till there are no practical use cases) Currently implemented shading / material combinations: - MeshNormalMaterial: FlatShading [default], GouradShading - MeshDepthMaterial: no shading parameter in material, uses own specific shading - MeshBasicMaterial: no shading parameter in material, uses own specific shading - MeshLambertMaterial: FlatShading, GouraudShading [default] - MeshPhongMaterial: FlatShading, PhongShading [default]
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由 Mr.doob 提交于
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- 16 11月, 2010 12 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Removed Loader.js from compiled lib Fixed examples
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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
CanvasRenderer/SVGRenderer: More code clean up and optimisations.
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由 Mr.doob 提交于
Changed the DepthMaterial to use this approach instead.
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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 Mr.doob 提交于
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由 Mr.doob 提交于
SubstractiveBlending ⟶ SubtractiveBlending
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由 Mr.doob 提交于
Implemented material blendings (THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending) in CanvasRenderer Added MeshNormalMaterial (per face)
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- 15 11月, 2010 18 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Cleaned up CanvasRenderer and SVGRenderer code a bit.
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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 alteredq 提交于
It's commented out, as it breaks shader validation in current Chrome :(. There seems to be some bug in Chrome / ANGLE making it barf when using "gl_FragCoord" in fragment shader. Curiously, while it breaks both 9.0.576.0 dev channel and latest continuous build 9.0.583.0, it does work fine in canary build with the same version as dev channel (9.0.576.0). Go figure. Also in Firefox 4 beta 7 it works fine. It seems there were some recent changes in handling of "gl_FragCoord" on Windows which probably broke something when fixing other bug: http://code.google.com/p/chromium/issues/detail?id=59762 http://code.google.com/p/angleproject/issues/detail?id=71 TODO: make isolated test case and submit bug report (if this doesn't go away in next Chrome update).
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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
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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 alteredq 提交于
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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 alteredq 提交于
Have to commit broken build (missing MeshDepthMaterial.js) as git doesn't want to proceed with new merge till the old one is not committed :(
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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 alteredq 提交于
Not all features from the new material format are implemented yet, though already now it's more powerful than the old format (you can now use texture also in Basic and Phong materials). Also started to retire old model format: removed old OBJ converter and meshes that it generated. TODO: - take into account shading and blending parameters - transplant cube map support from experimental material
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由 Mr.doob 提交于
Optimised Particles projection in CanvasRenderer.
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- 13 11月, 2010 7 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Most of the examples working.
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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
Almost done porting CanvasRenderer to the new material system (plus some performance gains on the way :D) `Color` now handles hex with no alpha byte (probably there is a nicer way of doing it...)
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由 alteredq 提交于
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由 alteredq 提交于
Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example.
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