1. 15 8月, 2012 1 次提交
  2. 14 8月, 2012 2 次提交
  3. 03 8月, 2012 1 次提交
  4. 02 8月, 2012 2 次提交
  5. 01 8月, 2012 1 次提交
  6. 31 7月, 2012 1 次提交
  7. 13 7月, 2012 1 次提交
  8. 16 3月, 2012 1 次提交
  9. 30 1月, 2012 1 次提交
  10. 02 1月, 2012 2 次提交
  11. 28 12月, 2011 1 次提交
  12. 27 12月, 2011 1 次提交
  13. 29 11月, 2011 1 次提交
    • A
      Refactored normal map shader. · 370d20b4
      alteredq 提交于
      Doing normalization of normals / binormals / tangents in fragment shader instead of vertex shader. This seems to help with artefacts appearing in certain models with OpenGL rendering backend.
      
      Also added modulating environment reflection by specular map.
      370d20b4
  14. 11 10月, 2011 1 次提交
    • A
      Refactored CubeCamera / cube map handling. · addb3a12
      alteredq 提交于
      Before lighting was messed up in dynamically generated cube maps.
      
      Dynamic cube maps need to have flip uniforms (flipEnvMap / tFlip) set to 1, static cube maps to -1 (default).
      
      For standard materials this is handled automatically, it's just something to be aware of when using cube maps in custom ShaderMaterials (dynamic and static cube maps have different cube face orientations, dynamic ones are correct, static ones need flipped x-axis in lookup vector).
      
      There is still mystery of disappearing last cube face (negative-Z) and weirdly clipped objects in cars demo (works ok in simpler test).
      addb3a12
  15. 08 10月, 2011 3 次提交
  16. 07 10月, 2011 1 次提交
  17. 06 10月, 2011 5 次提交
  18. 24 9月, 2011 1 次提交
  19. 02 9月, 2011 2 次提交
  20. 31 8月, 2011 3 次提交
  21. 30 8月, 2011 2 次提交
  22. 03 8月, 2011 1 次提交
    • A
      Added alphaTest parameter to base Material plus corresponding shader chunk in... · dc042582
      alteredq 提交于
      Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation.
      
      This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture.
      
      By default it's switched off (alphaTest = 0).
      
      AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
      dc042582
  23. 23 7月, 2011 1 次提交
  24. 18 7月, 2011 1 次提交
  25. 12 7月, 2011 1 次提交
  26. 08 7月, 2011 1 次提交
  27. 03 7月, 2011 1 次提交