- 13 1月, 2012 2 次提交
- 12 1月, 2012 3 次提交
- 11 1月, 2012 2 次提交
- 10 1月, 2012 5 次提交
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由 alteredq 提交于
To have lighting consistent with shadows when using target.
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由 alteredq 提交于
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由 alteredq 提交于
Before SpotLight was a weird mix of shadow casted from PointLight and light casted from DirectionalLight.
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由 alteredq 提交于
After shadow mapping fixes orthographic shadow projection finally started to work. Work in progress. Still need to figure out some way to set up shadow camera automagically with respect to the actual camera (so that whole scene is shadowed when the camera moves). For the moment shadow camera needs to be handled manually (like for SpotLight).
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由 alteredq 提交于
As per discussion here: https://github.com/alteredq/three.js/commit/835b57addaf328412b61a2b644ff5efd7fe6d25e
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- 07 1月, 2012 7 次提交
- 06 1月, 2012 5 次提交
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由 alteredq 提交于
This should allow to have spotlights as a parts of hierarchy.
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由 alteredq 提交于
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由 alteredq 提交于
Sidenote: these extra verbose Closure warnings are starting to pay off - I keep catching subtle bugs (like missing dependencies in rarely used code corners).
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由 Mr.doob 提交于
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由 alteredq 提交于
This allows to have different shadow map parameters for different lights, also it's easier to access parameters for tweaking / debugging. Changes: renderer.shadowMapWidth => spotLight.shadowMapWidth renderer.shadowMapHeight => spotLight.shadowMapHeight renderer.shadowMapBias => spotLight.shadowBias renderer.shadowMapDarkness => spotLight.shadowDarkness renderer.shadowCameraNear => spotLight.shadowCameraNear renderer.shadowCameraFar => spotLight.shadowCameraFar renderer.shadowCameraFov => spotLight.shadowCameraFov Also added new uniform type "v2v" for array of Vector2 (to support per-light sizes of shadow maps).
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- 05 1月, 2012 5 次提交
- 04 1月, 2012 11 次提交