- 02 8月, 2012 3 次提交
- 01 8月, 2012 7 次提交
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由 alteredq 提交于
Displacement should be computed in object space (and shouldn't need scaling). Correct shadow casting still needs a custom depth material but at least shadow receiving should now work with displaced vertices.
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由 alteredq 提交于
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由 alteredq 提交于
This missing parameter was most likely the cause of anisotropy troubles on Linux - it caused "undefined" to be sent to GPU and then later on with Math.min(aniso, maxAniso) it started to send "NaN" instead.
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由 alteredq 提交于
Don't know anymore what's going on - preventing setting anisotropy to 1 in all cases apparently makes failures on Linux go away but this still doesn't explain why original anisotropy example works ok with setting anisotropy to 1. Please note that there is now extra logic to allow for resetting anisotropy back to 1 (for platforms that don't exhibit this troubles), if we just prevented setting anisotropy to 1 in all cases, reset wouldn't be possible.
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由 alteredq 提交于
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由 alteredq 提交于
Phew! Thanks @mrdoob for valiant testing.
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由 alteredq 提交于
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- 31 7月, 2012 13 次提交
- 30 7月, 2012 1 次提交
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由 Mr.doob 提交于
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- 29 7月, 2012 11 次提交
- 28 7月, 2012 5 次提交