1. 22 11月, 2012 2 次提交
  2. 21 11月, 2012 2 次提交
  3. 16 11月, 2012 4 次提交
    • A
      Patch of sortFacesByMaterial for master branch. · 94104656
      alteredq 提交于
      See #2638
      94104656
    • A
      Changed WebGLRenderer's sortFacesByMaterial to only split geometry if... · a27cabba
      alteredq 提交于
      Changed WebGLRenderer's sortFacesByMaterial to only split geometry if MeshFaceMaterial is used at the first render.
      
      Fixes #2638
      a27cabba
    • A
      Removed forgotten commented out code. · 167486b6
      alteredq 提交于
      167486b6
    • A
      Refactored enabling / disabling of attributes in WebGLRenderer. · 8736f3b3
      alteredq 提交于
      Before attributes were enabled just once, when creating a new program and then they were never disabled (with exception of UVs).
      
      Now before rendering of the object existing enabled attributes are disabled and attributes required by program are enabled (these GL state changes are cached so they happen only when active geometry or material changes inside a frame).
      
      There is still some gray zone for more exotic rendering methods (immediate render objects and render plugins do not disable outstanding enabled attributes, they just enable attributes they need) but we'll address these if they start to make problems.
      
      Performance seems to be ok, at least for current examples, though there may be some use cases which could get dramatically slower with these changes (before optimizations naive attribute disabling / enabling every time halved the framerate in performance stress test).
      
      Fixes #2633 (hope so)
      8736f3b3
  4. 14 11月, 2012 1 次提交
  5. 13 11月, 2012 1 次提交
  6. 12 11月, 2012 1 次提交
  7. 11 11月, 2012 1 次提交
  8. 09 11月, 2012 3 次提交
  9. 06 11月, 2012 1 次提交
  10. 02 11月, 2012 2 次提交
  11. 01 11月, 2012 1 次提交
  12. 25 10月, 2012 1 次提交
    • A
      Editor: added handling of fog to "World" section. · 021837a0
      alteredq 提交于
      Not sure if helpers should be fogged or not. It does look pretty weird when they are not fogged. Also having helpers fogged helps to get a sense of the fog effect over larger space.
      
      Maybe there could be a checkbox for enabling this, to be able to see things if they need to be modified while in the fog.
      
      Also found and fixed a bug deep in WebGLRenderer, where shaders were not recompiled when changing fog types because fog type wasn't taken into account when creating shader code hash. Phew, that was a tough one to figure out. This Editor thingie really forces us to dust all nooks and cranies of the codebase ;)
      021837a0
  13. 23 10月, 2012 2 次提交
  14. 20 10月, 2012 1 次提交
    • A
      Added support for vertex normals to Ribbons. · 7c4269ef
      alteredq 提交于
      Not tested yet, but it should work in the same way like vertex colors in Ribbons: add one Vector3 with normal per vertex to "geometry.normals" array.
      
      It's then up to the application layer to fill in proper values. It's use case specific how normals for triangle strips would get computed - for simple ribbon meshes it could be very similar like smooth normal computation for regular Mesh objects.
      
      If degenerate triangles are used for pseudo-connected single ribbon mesh planes, application would need to take into account vertex adjacency.
      7c4269ef
  15. 17 10月, 2012 1 次提交
  16. 02 10月, 2012 1 次提交
  17. 25 9月, 2012 1 次提交
  18. 22 9月, 2012 1 次提交
    • A
      Added defines parameter for adding preprocessor definitions to ShaderMaterial. · 74ce25ee
      alteredq 提交于
      For the moment tried to keep it as dumb as possible: one string for define label, another string for define value.
      
      I'm not yet fully sure of all the details but that's something I wanted to do for a long time, to be able to have user-configurable way for baked-in parameters (for use cases like the convolution filter).
      
      See #2412
      74ce25ee
  19. 12 9月, 2012 1 次提交
  20. 10 9月, 2012 1 次提交
  21. 08 9月, 2012 1 次提交
  22. 31 8月, 2012 1 次提交
  23. 29 8月, 2012 2 次提交
  24. 28 8月, 2012 1 次提交
  25. 27 8月, 2012 1 次提交
  26. 24 8月, 2012 1 次提交
  27. 20 8月, 2012 2 次提交
  28. 18 8月, 2012 1 次提交
  29. 14 8月, 2012 1 次提交
    • A
      Added specular map to Phong, Lambert and Basic materials. · fcada9c2
      alteredq 提交于
      Specular map works like it used to for normal map shader. It is assumed to be a grayscale texture.
      
      For Phong specular map value modulates specular term strength and environment map reflection strength.
      
      For Lambert and Basic materials specular map affects just environment map reflection strength (as these have no specular term).
      
      Still not very sure how environment mapping and specular term should interact with each other.
      fcada9c2