- 13 11月, 2012 4 次提交
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由 alteredq 提交于
Testing the impact of normalization of transformed normals in vertex shaders (phong, normal, normalmap, skin simple). It seems the effects on performance are minimal: in several random examples it's either not measurable, or just a tiny bit worse. See #2613
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由 alteredq 提交于
Fixed implications of new MeshFaceMaterial.materials at multiple places (Ray, Projector, ShadowMapPlugin, DepthPassPlugin). Thanks to @WestLangley for vigilance (see #2623).
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由 alteredq 提交于
Patch to #2623
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由 alteredq 提交于
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- 12 11月, 2012 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 OpenShift guest 提交于
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- 11 11月, 2012 17 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
I believe this is not needed anymore.
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由 alteredq 提交于
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由 alteredq 提交于
Also for the moment in depth pass skipping all ParticleSystems without custom depth material. Otherwise there are GL errors, need to create a proper generic depth material for particles.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
See discussion at https://github.com/alteredq/three.js/commit/5cb715520806a5afa1057a31a6777c2e454eeff0
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由 alteredq 提交于
This is necessary for OpenGL where pow(0,0) is undefined and can be negative (in DirectX you just get zero), leading to negative light creating black areas artefacts. Fixes #1805 and #2615 (related already fixed #998).
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由 alteredq 提交于
See discussion in #2613 Finally I just left it behind a flag. I was not able to get as good results for TextGeometry as with unweighted method and split materials for side and front faces. I wonder how I got that nice look as in screenshot I posted in the issue. It still does look better with weighted than unweighted but nowhere so close as in that screenshot. Either I did some mistake when testing before or there is some bug in implementation now.
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- 10 11月, 2012 1 次提交
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由 alteredq 提交于
See #2610
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- 09 11月, 2012 12 次提交
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由 alteredq 提交于
Small fix to #2610
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由 alteredq 提交于
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由 alteredq 提交于
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由 WestLangley 提交于
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由 alteredq 提交于
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由 WestLangley 提交于
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由 alteredq 提交于
Because that's what it is.
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由 alteredq 提交于
Now it should look the same no matter where the object is located.
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由 alteredq 提交于
In the process found some issues: - HemisphereLight shading is wrong for objects not in origin, it shouldn't depend on light position amplitude and object position in the scene - GL errors about uniforms thrown when all lights have "visible = false" - object dragging in the viewport sometimes hits invisible wall (I guess it's because of limited picking plane size?) - ArrowHelper doesn't seem to work for (0,-1,0) direction
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由 Felix Turner 提交于
Adding Kaleidoscope, Mirror and RGBShift Shaders.
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由 WestLangley 提交于
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由 alteredq 提交于
I wonder how this could happen, built lib from that commit does have corresponding change.
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- 08 11月, 2012 1 次提交
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由 alteredq 提交于
Also fixed spotlights shading in Lambert material and light helpers init colors for light intensities > 1. Please disregard init scene lighting weirdness, this is just temporary, to be able to test light helpers.
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- 07 11月, 2012 2 次提交
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由 greyscales 提交于
Values needed to be divided by 255.
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由 greyscales 提交于
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