1. 02 8月, 2012 1 次提交
  2. 01 8月, 2012 1 次提交
  3. 31 7月, 2012 1 次提交
  4. 13 7月, 2012 1 次提交
  5. 16 3月, 2012 1 次提交
  6. 30 1月, 2012 1 次提交
  7. 02 1月, 2012 2 次提交
  8. 28 12月, 2011 1 次提交
  9. 27 12月, 2011 1 次提交
  10. 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
  11. 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
  12. 08 10月, 2011 3 次提交
  13. 07 10月, 2011 1 次提交
  14. 06 10月, 2011 5 次提交
  15. 24 9月, 2011 1 次提交
  16. 02 9月, 2011 2 次提交
  17. 31 8月, 2011 3 次提交
  18. 30 8月, 2011 2 次提交
  19. 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
  20. 23 7月, 2011 1 次提交
  21. 18 7月, 2011 1 次提交
  22. 12 7月, 2011 1 次提交
  23. 08 7月, 2011 1 次提交
  24. 03 7月, 2011 1 次提交
  25. 02 7月, 2011 1 次提交
    • A
      Extended Loader base class to handle normal map materials. · bb332e5f
      alteredq 提交于
      Plus some more Loader changes:
      
      - fixed diffuse color and opacity being skipped when diffuse texture is present in JSON
      - more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON)
      - added handling of wrap / offset / repeat parameters for all textures
      
      Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values.
      
      Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
      bb332e5f
  26. 01 7月, 2011 2 次提交
  27. 11 4月, 2011 1 次提交
    • A
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map... · 22bd108a
      alteredq 提交于
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo.
      
      Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts.
      
      Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off.
      
      Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing).
      
      Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
      22bd108a
  28. 09 4月, 2011 1 次提交