- 17 3月, 2012 2 次提交
- 16 3月, 2012 10 次提交
- 15 3月, 2012 2 次提交
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由 alteredq 提交于
Issue 1: when having multiple ParticleSystems, starting since second one particles got sorted according to wrong matrix (it was cumulating all transforms). Issue 2: particle sorting was using camera transform from the previous frame. This commit is scary, lot of potential for something getting messed up in a subtle way.
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由 WestLangley 提交于
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- 14 3月, 2012 4 次提交
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由 alteredq 提交于
This fixes issue #1504 Something similar would have to be done in Projector. Also while at it I found particles sorting is incorrect: it uses camera info from the previous frame plus _projScreenMatrix gets multiplied more times when there are more particle systems.
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由 zz85 提交于
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由 Andrew Sutherland 提交于
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由 zz85 提交于
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- 13 3月, 2012 1 次提交
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由 alteredq 提交于
This is required for SSAO. Unfortunately scene.overrideMaterial is not enough for proper depth pass. Like for shadow maps, shader animated objects (like morphs) need different depth materials than static objects.
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- 10 3月, 2012 3 次提交
- 09 3月, 2012 1 次提交
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由 Ueyama Satoshi 提交于
- Some routines are moved to independent functions. - Removed unused variables. - Features are not changed.
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- 07 3月, 2012 1 次提交
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由 alteredq 提交于
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- 06 3月, 2012 7 次提交
- 04 3月, 2012 3 次提交
- 02 3月, 2012 1 次提交
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由 Mr.doob 提交于
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- 26 2月, 2012 2 次提交
- 25 2月, 2012 3 次提交