- 15 8月, 2019 1 次提交
-
-
由 Mugen87 提交于
-
- 14 8月, 2019 3 次提交
-
-
由 Mugen87 提交于
-
由 Mugen87 提交于
-
由 Ravi van Rooijen 提交于
Methods were added in #14684 but without type definitions
-
- 13 8月, 2019 5 次提交
-
-
由 Garrett Johnson 提交于
-
由 Garrett Johnson 提交于
-
由 Johannes Deml 提交于
-
由 Johannes Deml 提交于
-
由 Johannes Deml 提交于
Occurs when calling lookAt after getWorldQuaternion
-
- 12 8月, 2019 1 次提交
-
-
由 Garrett Johnson 提交于
-
- 10 8月, 2019 2 次提交
-
-
由 Mugen87 提交于
-
由 Garrett Johnson 提交于
-
- 09 8月, 2019 2 次提交
- 08 8月, 2019 17 次提交
-
-
由 Mr.doob 提交于
-
由 Daniel Sturk 提交于
-
由 Mugen87 提交于
-
-
由 sunag 提交于
-
由 Mugen87 提交于
-
由 Sam Alexander 提交于
-
由 Sam Alexander 提交于
-
由 Sam Alexander 提交于
-
由 Mugen87 提交于
-
由 Olli Etuaho 提交于
texture2DShadowLerp needs to calculate the texture coordinates of the four neighboring texels of the sample point. Let's consider a texture with the size W * H. The centroids of the texels in this texture lie at texture coordinates [(X + 0.5) / W, (Y + 0.5) / H] where X and Y are integers. To find the neighboring texel on the left of the sample point texture coordinate x, we want to find the maximum integer X for which: (X + 0.5) / W < x <=> X + 0.5 < x * W <=> X < x * W - 0.5 We get this X value with floor( x * W - 0.5 ) and the corresponding texel centroid x coordinate is (floor( x * W - 0.5 ) + 0.5) / W. For x = 1.3 and W = 2.0 this formula gives out 0.5 / 2.0. With the same values the previous formula would give out 1.0 / 2.0 which lies exactly at the texel boundary and so would end up sampling the wrong texel.
-
由 Mugen87 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
- 07 8月, 2019 6 次提交
- 06 8月, 2019 3 次提交