1. 30 1月, 2012 2 次提交
    • A
      Changed default ambient color to 0xffffff. · f59ed3e2
      alteredq 提交于
      As per discussion in #1207
      f59ed3e2
    • A
      Refactored shadow map shader. · c42478fa
      alteredq 提交于
      Shadow cascades should be now a bit more under control.
      
      Cascades can't be active together with multiple separate shadows, it's either one or the other. For this there is `renderer.shadowMapCascade` parameter.
      
      Made colored shadow frustum debug visibility toggleable via `renderer.shadowMapDebug` parameter.
      
      Fixed runaway globals in ShadowMapPlugin.
      
      Fixed missing Gyroscope dependency in WebGL lib build.
      c42478fa
  2. 28 1月, 2012 2 次提交
  3. 25 1月, 2012 1 次提交
  4. 23 1月, 2012 1 次提交
  5. 22 1月, 2012 1 次提交
  6. 21 1月, 2012 3 次提交
  7. 20 1月, 2012 4 次提交
  8. 17 1月, 2012 1 次提交
  9. 16 1月, 2012 1 次提交
  10. 15 1月, 2012 1 次提交
    • M
      r47 · 32b581f2
      Mr.doob 提交于
      32b581f2
  11. 13 1月, 2012 1 次提交
  12. 12 1月, 2012 2 次提交
  13. 10 1月, 2012 1 次提交
    • A
      Added shadows for DirectionalLights. · 6b0edfdd
      alteredq 提交于
      After shadow mapping fixes orthographic shadow projection finally started to work.
      
      Work in progress. Still need to figure out some way to set up shadow camera automagically with respect to the actual camera (so that whole scene is shadowed when the camera moves). For the moment shadow camera needs to be handled manually (like for SpotLight).
      6b0edfdd
  14. 05 1月, 2012 1 次提交
  15. 04 1月, 2012 3 次提交
  16. 03 1月, 2012 1 次提交
  17. 02 1月, 2012 3 次提交
  18. 27 12月, 2011 2 次提交
  19. 16 12月, 2011 1 次提交
  20. 11 12月, 2011 1 次提交
  21. 07 12月, 2011 1 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      alteredq 提交于
      Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go.
      
      Upsides:
      	- initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example)
      	- much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices)
      	- consequently much smaller memory footprint all around, both for main and GPU memories,
      	  which means less swapping and better vertex caching
      
      Downsides:
      	- can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices)
      	- can't have multiple materials per mesh
      	- no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
      8ec6317e
  22. 02 12月, 2011 2 次提交
  23. 29 11月, 2011 2 次提交
  24. 25 11月, 2011 2 次提交