- 12 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 1月, 2012 3 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
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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- 06 1月, 2012 1 次提交
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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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- 04 1月, 2012 2 次提交
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由 Mr.doob 提交于
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由 Erik Kitson 提交于
Fixed bug where depth buffer is not cleared if last object rendered on previous render cycle disabled depth mask.
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- 03 1月, 2012 1 次提交
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由 alteredq 提交于
Shadows should be now done more correctly and also be a bit less fussy. Before RGBA encoded depth maps were getting messed up with blending (that's why everything was extremely sensitive to frustum size). All examples with shadows had to be re-tweaked (shadows now behave differently).
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- 02 1月, 2012 2 次提交
- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 21 12月, 2011 1 次提交
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由 alteredq 提交于
This exists also in Blender, useful for when you want to add shadows independent of lighting (it's cheaper to turn off SpotLight than to have it with 0 intensity).
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- 17 12月, 2011 1 次提交
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由 Greggman 提交于
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- 16 12月, 2011 1 次提交
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由 alteredq 提交于
With a little twist - per color component mixing of regular and wrap-around lightings.
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- 11 12月, 2011 1 次提交
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由 alteredq 提交于
As per @toji's "don't lie to WebGL about your format" recommendations in WebGL Camp 4 talk (http://media.tojicode.com/webglCamp4/#19).
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- 07 12月, 2011 2 次提交
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由 alteredq 提交于
Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go. Upsides: - initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example) - much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices) - consequently much smaller memory footprint all around, both for main and GPU memories, which means less swapping and better vertex caching Downsides: - can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices) - can't have multiple materials per mesh - no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
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由 Khang Duong 提交于
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- 02 12月, 2011 1 次提交
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由 Mr.doob 提交于
As per Giles recommendation here http://learningwebgl.com/blog/?p=4379
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- 22 11月, 2011 2 次提交
- 21 11月, 2011 1 次提交
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由 alteredq 提交于
This should allow attaching of lights to objects. As a side effect, directional lights positions don't need to be normalized explicitly anymore. Also changed viewport dimensions passed to render plugins to work with render targets with different dimensions than the screen framebuffer. And fixed new dependencies in build script.
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- 19 11月, 2011 5 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Also some bugfixes in ShadowMapPlugin and SpritePlugin.
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由 alteredq 提交于
Because TortoiseGit suddenly refuses to make single commit with added and changed files :/
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由 John Pywtorak 提交于
Changed console error to return null and updated WebGLRenderer to handle null value. A valid matrix with no rotation and 0 scale will have a 0 determinant and does not need a normal matrix. Work By: Erik Kitson
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由 alteredq 提交于
Also some refactoring in plugins. Still not really satisfied with a solution, will need to handle somehow ordering of plugins (both among them and with respect to rest of rendering, this would be needed for example to be able to redo shadow maps as a plugin).
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- 18 11月, 2011 2 次提交
- 16 11月, 2011 1 次提交
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由 alteredq 提交于
Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
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- 14 11月, 2011 1 次提交
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由 alteredq 提交于
Also fixed RTT example - seems UV mapping for SphereGeometry is now rotated 180 degrees.
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- 12 11月, 2011 1 次提交
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由 alteredq 提交于
Too much caching can break things.
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- 04 11月, 2011 1 次提交
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由 alteredq 提交于
This is supposed to be more efficient as per Apple OpenGL ES recommendations: http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html Also we have been generating mipmaps twice for render targets.
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- 03 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 30 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 29 10月, 2011 6 次提交