- 27 11月, 2012 16 次提交
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由 alteredq 提交于
See discussion in https://github.com/mrdoob/three.js/commit/d951fcbcfa8efa8b7cecc10075e5e78be4027bac
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由 alteredq 提交于
This happens when you use MeshFaceMaterial for a single material model (that's what was going on in Lucy example). Alternatively, we could set face.materialIndex by default to 0 instead of "undefined". This kinda makes sense, just would need to be checked if it wouldn't break things.
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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
This was causing a major headscratching in deferred rendering where I just couldn't get rid of data alpha seeping into color channels. Watch out for unexpected changes. I believe NoBlending is correct for opaque pass, but there could be some demos that depend on incorrect behavior with NormalBlending (getting transparency without setting "material.transparent" flag). Most likely troubles could come from using transparent PNGs without setting "material.transparent".
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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
So far these work: new THREE.Color( 'rgb(255,0,0)' ); new THREE.Color( 'purple' ); new THREE.Color( 0xff0000 );
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由 Mr.doob 提交于
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由 alteredq 提交于
This is in anticipation of combining more geometry passes, need modifiable shader.
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由 alteredq 提交于
These replace frontFaceDirection parameter strings in renderer.setFaceCulling( cullFace, frontFaceDirection ): "cw" => THREE.FrontFaceDirectionCW "ccw" => THREE.FrontFaceDirectionCCW See related cullFace constants changes in #2683
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由 alteredq 提交于
Default value THREE.CullFaceFront, other valid value THREE.CullFaceBack. These constants also go into renderer.setFaceCulling( cullFace, frontFace ) where they replace strings: "back" => THREE.CullFaceBack "front" => THREE.CullFaceFront "frontback" => THREE.CullFaceFrontBack ""/0/undefined => THREE.CullFaceNone See discussion in #2683
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由 alteredq 提交于
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- 26 11月, 2012 12 次提交
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由 alteredq 提交于
Default value is THREE.BackSide (use backfaces of objects when rendering depth map), other valid value is THREE.FrontSide (use frontfaces of objects when rendering depth map). See discussion in #2683
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由 alteredq 提交于
Specular parameters will eventually need to go into G-buffer.
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由 alteredq 提交于
Started with extraction of deferred shading code snippets into more reusable components.
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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
Before base class attributes that weren't in the constructors were not cloned properly in derived classes.
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由 alteredq 提交于
This is needed for handling manually created non-power-of-2 or small RGB DataTextures. It corresponds to GL_UNPACK_ALIGNMENT parameter in glPixelStorei: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml
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由 alteredq 提交于
Warning: this doesn't work with RGB textures (3 bytes per pixel) because of default 4 byte alignment requirement deeper in WebGL / OpenGL layer. Uploading smaller mipmap levels gets these GL errors: "ArrayBufferView not big enough for request with UNPACK_ALIGNMENT > 1" It works ok with RGBA textures (4 bytes per pixel). Seems this could also explain why 1 pixel RGB DataTextures were failing sometimes.
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由 alteredq 提交于
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由 alteredq 提交于
See #2681
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由 alteredq 提交于
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由 alteredq 提交于
Fixes #2683
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- 25 11月, 2012 2 次提交
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由 Ben Adams 提交于
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由 zz85 提交于
THREE.Path THREE.Shape THREE.CurvePath THREE.Curve THREE.SubdivisionModifier THREE.ExtrudeGeometry @sole you might be interested in the script i used to help generate this. p = new THREE.Path() for (i in p) { p.hasOwnProperty(i) && console.log('\n<h3>.' + i + '</h3>'); } console.log('-------------') for (i in p) { var pp = p[i].toString().replace(/function/,''); THREE.Path.prototype.hasOwnProperty(i) && console.log('\n<h3>.' + i + pp.substring(0, pp.indexOf('{')-1).replace(/\s+/g, ' ') + '</h3>\n<div>todo</div>' ); }
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- 24 11月, 2012 9 次提交
- 23 11月, 2012 1 次提交
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由 zz85 提交于
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