1. 17 3月, 2012 1 次提交
  2. 07 3月, 2012 1 次提交
  3. 06 3月, 2012 1 次提交
  4. 21 2月, 2012 2 次提交
  5. 20 2月, 2012 1 次提交
  6. 01 2月, 2012 1 次提交
  7. 31 1月, 2012 1 次提交
    • A
      First attempt at morph normals. · 27afa046
      alteredq 提交于
      It seems to work, though not sure yet how to handle some things. Also for the moment it's implemented just for Lambert material.
      27afa046
  8. 30 1月, 2012 1 次提交
  9. 17 1月, 2012 1 次提交
  10. 27 12月, 2011 1 次提交
  11. 16 12月, 2011 1 次提交
  12. 23 10月, 2011 2 次提交
  13. 19 10月, 2011 1 次提交
    • A
      Experimenting with Phong computed fully in fragment shader. Added new point lights test. · b4f89f4b
      alteredq 提交于
      New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material.
      
      This version is able to light single untesselated quad correctly.
      
      Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms.
      
      Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
      b4f89f4b
  14. 18 10月, 2011 2 次提交
    • A
      Added "metal" parameter to Phong. Added new materials test. · 22535923
      alteredq 提交于
      Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
      22535923
    • A
      Changed ambient handling for Phong and Lambert materials. · 9968b7dc
      alteredq 提交于
      Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black.
      
      Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
      9968b7dc
  15. 06 10月, 2011 1 次提交
  16. 02 10月, 2011 1 次提交
    • M
      Bunch of changes... · b87bfc71
      Mr.doob 提交于
      * Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point.
      * Object3D.lookAt now checks if it's a Camera and does the inverted view.
      * Quaternion glitch reported at #595
      * Added .name to Material
      * WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.
      b87bfc71
  17. 15 9月, 2011 2 次提交
  18. 13 9月, 2011 2 次提交
  19. 06 9月, 2011 1 次提交
    • A
      Moved depth buffer writing control from renderer into material. · 8c326a22
      alteredq 提交于
      This allows, for example, better integration of additively blended materials with a regular scene.
      
      Not to be confused with depthTest (which controls complete access to depth buffer, including reading).
      
      Also messed up a bit with particle emitter example.
      8c326a22
  20. 29 8月, 2011 1 次提交
  21. 14 8月, 2011 1 次提交
    • M
      REVISION++ · 714e9ec3
      Mr.doob 提交于
      * Added support to texture.offset in CanvasRenderer
      * Removed ShadowVolume, ShadowVolumeDynamicMaterial and LensFlare classes.
      * Removed Stencil Shadows and LensFlare code out of WebGLRenderer
      * Added 2.59 folder to Blender, and removed old ones.
      714e9ec3
  22. 11 8月, 2011 1 次提交
    • M
      * Simplified THREE.Color. · 0b910d7c
      Mr.doob 提交于
      * Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
      0b910d7c
  23. 04 8月, 2011 1 次提交
  24. 03 8月, 2011 5 次提交
    • M
      Updated constructor position and buils. · 1578a27d
      Mr.doob 提交于
      1578a27d
    • M
      Merging merging · 77a10f78
      Mr.doob 提交于
      77a10f78
    • M
      Merging with @pushmatrix's mater. · 55b753ed
      Mr.doob 提交于
      55b753ed
    • A
      Added DataTexture, for creating textures out of raw data. · 01bebe5c
      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.
      01bebe5c
    • A
      Added alphaTest parameter to base Material plus corresponding shader chunk in... · dc042582
      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).
      dc042582
  25. 27 7月, 2011 1 次提交
  26. 26 7月, 2011 1 次提交
  27. 25 7月, 2011 1 次提交
  28. 03 7月, 2011 1 次提交
  29. 17 6月, 2011 1 次提交
  30. 31 5月, 2011 1 次提交
  31. 30 5月, 2011 1 次提交