- 01 9月, 2011 4 次提交
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由 alteredq 提交于
Masking was real pain to get working with multiple render targets :/. Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
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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
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
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- 31 8月, 2011 4 次提交
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由 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).
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由 alteredq 提交于
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由 alteredq 提交于
Added generic ShaderPass. Removed SepiaPass, ScreenPass, VignettePass. Added bleachbypass shader. Simplified multi-composer pipeline in postprocessing example.
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由 alteredq 提交于
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- 30 8月, 2011 3 次提交
- 29 8月, 2011 8 次提交
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由 Mr.doob 提交于
For clarity reasons I'll start setting the REVISION to *NEXT*dev for the dev branch. And updating to *NEXT* when merged to master.
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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
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
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由 Mr.doob 提交于
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
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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
Ray.js: The bounding sphere check wasn't considering flipSided/doubleSided when the origin was inside the sphere.
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- 27 8月, 2011 2 次提交
- 25 8月, 2011 2 次提交
- 23 8月, 2011 2 次提交
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由 alteredq 提交于
Still not very fond of decompose returning new array. We will see when it'll be actually used - as API allows for passing in existing translation, rotation, scale, maybe this return array could be eliminated.
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由 alteredq 提交于
Also added some comments to uniforms setter, it's starting to get a bit messy.
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- 22 8月, 2011 6 次提交
- 21 8月, 2011 2 次提交
- 16 8月, 2011 1 次提交
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由 alteredq 提交于
This kinda works in Chrome, though not in Firefox. I give up on canvas renderer in these two examples in FF, it's anyways extremely slow with nontrivial textured models.
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- 14 8月, 2011 3 次提交
- 13 8月, 2011 3 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code). Use UTF8 format with caution, it is very neat but has quite a few limitations: - number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less) - models must have normals and texture coordinates - texture coordinates must be only from <0,1> - no materials support yet - models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
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由 alteredq 提交于
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