- 02 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 9月, 2011 7 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Masking was real pain to get working with multiple render targets :/. Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
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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
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
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- 31 8月, 2011 9 次提交
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由 alteredq 提交于
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing). Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
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由 alteredq 提交于
Also updated dynamic particles example to handle resizing.
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由 alteredq 提交于
There was z-fighting and obsolete UVs hacking.
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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
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由 alteredq 提交于
Added generic ShaderPass. Removed SepiaPass, ScreenPass, VignettePass. Added bleachbypass shader. Simplified multi-composer pipeline in postprocessing example.
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由 alteredq 提交于
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由 alteredq 提交于
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- 30 8月, 2011 5 次提交
- 29 8月, 2011 13 次提交
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由 Mr.doob 提交于
For clarity reasons I'll start setting the REVISION to *NEXT*dev for the dev branch. And updating to *NEXT* when merged to master.
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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
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
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由 zz85 提交于
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由 Mr.doob 提交于
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
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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
Ray.js: The bounding sphere check wasn't considering flipSided/doubleSided when the origin was inside the sphere.
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由 zz85 提交于
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- 27 8月, 2011 5 次提交