- 03 1月, 2012 1 次提交
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由 alteredq 提交于
Shadows should be now done more correctly and also be a bit less fussy. Before RGBA encoded depth maps were getting messed up with blending (that's why everything was extremely sensitive to frustum size). All examples with shadows had to be re-tweaked (shadows now behave differently).
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- 02 1月, 2012 10 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Plus added "onUpdate" callback handling also for cube textures.
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由 alteredq 提交于
This is necessary for OpenGL where pow(0,0) is undefined and apparently can be negative, leading to negative specular light (in DirectX you just get zero).
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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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Also some more refactoring in IcosahedronGeometry and tweaks to geometries example.
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- 01 1月, 2012 3 次提交
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由 Laurent Bédubourg 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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- 31 12月, 2011 4 次提交
- 28 12月, 2011 4 次提交
- 27 12月, 2011 5 次提交
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由 alteredq 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 alteredq 提交于
Except special cases like 3d renderers and cube cameras all examples should be now without warnings.
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 25 12月, 2011 1 次提交
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由 Mr.doob 提交于
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- 22 12月, 2011 2 次提交
- 21 12月, 2011 7 次提交
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由 alteredq 提交于
ATI OpenGL shader compiler doesn't seem to like texture access with UV coordinates generated in a loop.
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由 alteredq 提交于
Using boolean vector instead of "if ( expression && expression )". This helps for hard shadows code path. There are still some problems with soft shadows code path, which still don't want to compile.
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由 alteredq 提交于
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由 alteredq 提交于
This exists also in Blender, useful for when you want to add shadows independent of lighting (it's cheaper to turn off SpotLight than to have it with 0 intensity).
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由 alteredq 提交于
Also modified a bit old skin shader - for some reason there was square root just after color * color.
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由 alteredq 提交于
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由 alteredq 提交于
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- 18 12月, 2011 1 次提交
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由 Jörn Zaefferer 提交于
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- 17 12月, 2011 2 次提交