- 03 8月, 2011 6 次提交
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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 alteredq 提交于
DataTexture can be used in the same places like image / video based Texture (WebGLRenderer-only). To be used like this: var width = 64, height = 64, bytes = 3; var data = new Uint8Array( width * height * bytes ); // fill data array with values 0 .. 255 var texture = DataTexture( data, width, height, THREE.RGBFormat ); texture.needsUpdate = true; For the moment only UNSIGNED_BYTE type is supported.
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由 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).
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- 02 8月, 2011 4 次提交
- 01 8月, 2011 4 次提交
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由 alteredq 提交于
This cut TextGeometry creation time almost by half.
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由 alteredq 提交于
Didn't help much, there is still a lot of garbage collection showing up in profiler (~18 %). Also, real hotspot are loops in Shape.Utils.triangulateShape (with ~27% of total time spend on Vector2.equal). This maybe could be refactored with hashmaps.
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由 alteredq 提交于
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由 alteredq 提交于
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- 31 7月, 2011 2 次提交
- 29 7月, 2011 5 次提交
- 28 7月, 2011 5 次提交
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由 alteredq 提交于
Note: shadow maps as currently implemented are very fussy, they need tons of tweaking to look halfway decent. Also current implementation doesn't do proper depth normalization. For some reason this gives better results than the "right way".
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由 alteredq 提交于
Doesn't seem to produce visible difference.
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由 alteredq 提交于
Nine tap sampling, by default it's on, switch off with: renderer.shadowMapSoft = false;
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由 zz85 提交于
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由 zz85 提交于
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- 27 7月, 2011 9 次提交
- 26 7月, 2011 3 次提交
- 25 7月, 2011 2 次提交