1. 21 11月, 2010 2 次提交
  2. 20 11月, 2010 10 次提交
    • A
      Forgot to change deployment links. · ad8531a2
      alteredq 提交于
      ad8531a2
    • A
      Merge remote branch 'remotes/upstream/master' · 320f208e
      alteredq 提交于
      320f208e
    • A
      And refraction /reflection cube mapping is fixed. Also added two new examples for refraction. · 946cc6a2
      alteredq 提交于
      Fix is a bit dirty, but at least it's short ;)
      946cc6a2
    • M
      Merge remote branch 'alteredq/master' · 847b5391
      Mr.doob 提交于
      847b5391
    • M
      Merging with alteredq's branch. · 6cb36110
      Mr.doob 提交于
      6cb36110
    • M
      Merging with alteredq's branch · ab46cc14
      Mr.doob 提交于
      ab46cc14
    • M
      Testing refraction material. · 63f26f4f
      Mr.doob 提交于
      63f26f4f
    • A
      Merged with mrdoob's branch. · 19a70224
      alteredq 提交于
      19a70224
    • M
      Merging alteredq's branch · 4901440e
      Mr.doob 提交于
      4901440e
    • A
      Added refractive mapping and mixing combination mode for the environment map... · fbd12838
      alteredq 提交于
      Added refractive mapping and mixing combination mode for the environment map and the underlying material.
      
      This commit has handful of things going on:
      
      - had to sacrifice one light to please ANGLE, making it again up to 4 instead of up to 5 total lights :(
      
      - Basic / Lambert / Phong materials now have new parameters:
      
          "combine": THREE.Mix | THREE.Multiply [default]
      
            - tells how to combine environment map with the original material:
      
               - "Multiply" creates chrome-like metallic look (it's what was already there),
                 color of the underlying material is multiplied with the environment map,
                 this creates different colored metals
      
               - "Mix" creates shiny plastic look
                  color of the underlying material is lerped with the environment map,
                  amount of the contribution from the environment map is controlled
                  by another new parameter "reflectivity"
      
          "reflectivity": <float> [from <0.0, 1.0>]
      
             - controls mixing of underlying material and environment map for "Mix" combine mode
                0: pure underlying material, zero contribution from environment map (Basic/Lambert/Phong)
                1: pure environment map, zero contribution from underlying material (uncolored chrome look)
      
          "refraction_ratio": <float>
      
            - controls refractive mapping, ratio of the index of refraction in the medium containing the incident ray
              to that of the medium being entered
            - sensible values seem to be from ~0.6 - 1.0
              (in theory, e.g. air/glass should be 0.75, but this looks weird, values between 0.9 - 1.0 give the most interesting results,
               though maybe there is bug somewhere in my code)
      
            - for use refraction mapping, just add parameter to TextureCube like this (default is reflection mapping)
      
                "new THREE.TextureCube( images, THREE.RefractionMap )"
      fbd12838
  3. 19 11月, 2010 9 次提交
  4. 18 11月, 2010 5 次提交
  5. 17 11月, 2010 14 次提交