- 13 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 12 12月, 2010 1 次提交
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由 Mr.doob 提交于
Added `lights_pointlight_smooth` example. To be used for tracking browser improvements affecting that technique.
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- 11 12月, 2010 1 次提交
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由 alteredq 提交于
This also reduces number of VBOs. There aren't many of them anyways, but it's always nice to have less ;)
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- 10 12月, 2010 11 次提交
- 09 12月, 2010 7 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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
A lot of things going on in this commit: - added tangents computation for geometries - mesh must have UV coordinates - to be called explicitly once geometry is loaded like this: geometry.computeTangents() - tangents are stored in Vertex objects - quads are not solved properly (though workaround hack seems to work at least somehow, as far as each vertex appears at least somewhere) - extended VBOs in WebGLRenderer to include tangent streams (when available) - added "normal" shader to ShaderUtils (to be used with MeshShaderMaterial) - Blinn-Phong with one directional and one point light (7 varyings gone, just one spare) - normal maps are in tangent space - displacement maps use simple luminance value (could be changed if better precision is needed) - displacement mapping uses vertex texture fetch - this requires GPU with Shader Model 3.0 - not currently supported in ANGLE - for this, added "supportsVertexTextures" method to WebGLRenderer API, so that application can handle this
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由 Mr.doob 提交于
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由 Mr.doob 提交于
`THREE.Matrix4()` → `THREE.Matrix4( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 )`
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- 08 12月, 2010 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
Added vec3 and color parameters for MeshShaderMaterial. Also moved normal and view matrices into default parameters.
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由 alteredq 提交于
Firefox doesn't like Typed Array constructors without explicit sizes. Also in Firefox there were some weird artefacts in Perlin noise when using Int8Array (patterns were repeated across diagonal lines).
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- 07 12月, 2010 3 次提交
- 06 12月, 2010 13 次提交
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由 alteredq 提交于
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由 alteredq 提交于
For this extended Cube primitive with "sides" parameter. You can use it to switch off cube faces like this: var cube = new Cube( 100, 100, 100, 1, 1, materials, false, { ny: false } ); Default is all six faces on => { px: true, nx: true, py: true, ny: true, pz: true, nz: true }
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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
Thanks again Firefox for verbose WebGL warnings.
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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
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由 Mr.doob 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 alteredq 提交于
Also made code slightly faster (and more Pythonic).
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