- 31 3月, 2011 3 次提交
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由 Mr.doob 提交于
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
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由 Mr.doob 提交于
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由 Mikael Emtinger 提交于
merged with mrdoob. fixed so depthMask is correctly restored after stencil and lensflares. removed all enable/disable _gl.BLEND as it's always on.
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- 30 3月, 2011 10 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 alteredq 提交于
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由 alteredq 提交于
DragToLook was weird, instead activeLook can be now used for simple switching on/off of mouse look around.
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由 Mr.doob 提交于
CanvasRenderer: Hocked materials linecap/linejoin/wireframeLinecap/wireframeLinejoin with context.linecap/linejoin. Made it 'round','round' by default again.
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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
Reverting Camera.update as how it was before (as it turned out that wasn't the problem). This needs more testing.
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
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- 29 3月, 2011 7 次提交
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由 Mikael Emtinger 提交于
Added LensFlares. Note that a new blending mode has been added. Added an (quite ugly example). NOTE: this doesn't seem to work on Chrome+Mac+NVIDIA unless you turn off antialias (which I've done in the example).
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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
Also added custom property to materials to be able to select if vertex colors should be used for the material.
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由 Mr.doob 提交于
CanvasRenderer: Added distance(falloff) to PointLight. Removed illumination to ParticleCanvasMaterial.
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由 Mr.doob 提交于
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- 28 3月, 2011 7 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 alteredq 提交于
This is to see if it helps with shader validation complains that recently started to pop up in Chrome ANGLE (but curiously not in Firefox ANGLE).
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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
There is checkbox for choosing whether Blender should recalculate vertex normals or whether to use normals from the data. Using vertex normals from the data can in some cases lead to artefacts. This is probably caused by sharing of vertices across several faces (I didn't find a way how to specify vertex normals per face use of vertex; there is just API for setting normals to vertices). If you select "recalculate vertex normals" (default), this sets faces to use smooth shading, which upon subsequent mesh update computes correct vertex normals (but it will lose eventual smoothing groups baked in vertex normals).
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由 alteredq 提交于
It doesn't have effect there anyway as scene is rendered to FBO without multisampling. Turning antialiasing off here didn't have much effect on performance though (unlike for particles).
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- 27 3月, 2011 5 次提交
- 26 3月, 2011 8 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
No wonder there were premultiplied-alpha-looking issues. We were doing it ourselves :P
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由 Mr.doob 提交于
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由 Mr.doob 提交于
NormalBlending is a bit better. But it's now producing some premultiplied-alpha-looking issues still :/ Created a couple of tools for making this process less painful: http://mrdoob.com/lab/javascript/webgl/blending/blendfunc.html http://mrdoob.com/lab/javascript/webgl/blending/blendfuncseparate.html
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由 alteredq 提交于
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由 alteredq 提交于
Single quote property names and hex numbers are not valid in JSON.
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由 alteredq 提交于
For some reason Chrome canary 12.0.713.0 doesn't have "window.WebGLRenderingContext".
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由 Mikael Emtinger 提交于
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