- 01 12月, 2012 1 次提交
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由 alteredq 提交于
Deferred shading: replaced special case handling of emitters with emissive color in G-buffer and full-screen emissive pass. Added handling of directional lights.
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- 30 11月, 2012 9 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Refactored EffectComposer, added setSize method. Changed examples with postprocessing to use setSize.
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由 alteredq 提交于
Also now sharing numericalSort between particles and morphs.
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由 alteredq 提交于
Fixes #2710
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由 alteredq 提交于
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由 alteredq 提交于
Still need to deal with internal emitter / light proxy scenes. These should be per-scene not common.
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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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- 29 11月, 2012 3 次提交
- 30 11月, 2012 1 次提交
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由 Daniel Cousens 提交于
The last loaded geometry mapping is used by mistake causing undefined behaviour when using loaderParams.
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- 29 11月, 2012 1 次提交
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由 alteredq 提交于
This got broken after GeometryLoader got removed, using instead JSONLoader.
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- 28 11月, 2012 9 次提交
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由 alteredq 提交于
Another step towards WebGLDeferredRenderer. It's still quite a mess but at least now code lives outside of the examples (and is reusable, to a degree).
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由 alteredq 提交于
These are first steps toward WebGLDeferredRenderer. This will take a while.
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由 alteredq 提交于
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由 alteredq 提交于
Not needed now that these are in G-Buffers.
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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
This allows to have different per-object Phong materials in deferred shading.
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由 Zelimir Fedoran 提交于
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由 Zelimir Fedoran 提交于
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- 27 11月, 2012 16 次提交
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由 alteredq 提交于
To use FBX converter you must now install FBX SDK Python bindings yourself from here: http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=10775847 See #2686
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由 alteredq 提交于
Using vec3 <=> float conversions from @benaadams For the moment just testing how it works (had to fix blending in WebGLRenderer for this). Seems with two RGBA float passes we could eventually get quite decent material range.
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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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