- 17 11月, 2010 16 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
Pushed REVISION to 29.
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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 Mr.doob 提交于
GouraudShading and PhongShading ⟶ SmoothShading
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由 alteredq 提交于
Render first objects / material groups that use normal blending, then render ones which use additive blending. Proper solution should be: sort triangles by blending, render all the normal ones, sort additive ones by depth and then render them back to front. http://www.opengl.org/resources/faq/technical/transparency.htm http://nehe.gamedev.net/data/lessons/lesson.asp?lesson=08 While this is acceptable in C++ / OpenGL, with JavaScript / WebGL this would kill the performance (you would need to sort triangles in JS and also create new buffers every frame). Also tried to come up with subtractive / darken blending, but didn't find any satisfactory formula :(.
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由 Julian Walker 提交于
* Changed THREE.Vertex.positionScreen from a Vector3 to a Vector4 to support clipping.
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由 alteredq 提交于
This is actually tricky due to multimaterials and vertex normals. The practical effects of "shading" parameter in WebGLRenderer are currently following: - if your model has vertex normals, now you can "dumb down" its shading by specifying THREE.FlatShading for MeshLambertMaterial and MeshPhongMaterial - if your model has only face normals, it will always have just flat shading, no matter which shading you set, no escape from this - if your model has multiple materials, smooth shading always "wins", meaning if there is at least one smooth shaded material in multimaterial group, all other materials in this group will be also smooth shaded (this is solvable by having multiple normal buffers, but seems wasteful, at least for the moment, till there are no practical use cases) Currently implemented shading / material combinations: - MeshNormalMaterial: FlatShading [default], GouradShading - MeshDepthMaterial: no shading parameter in material, uses own specific shading - MeshBasicMaterial: no shading parameter in material, uses own specific shading - MeshLambertMaterial: FlatShading, GouraudShading [default] - MeshPhongMaterial: FlatShading, PhongShading [default]
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由 Mr.doob 提交于
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- 16 11月, 2010 14 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Removed Loader.js from compiled lib Fixed examples
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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
CanvasRenderer/SVGRenderer: More code clean up and optimisations.
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由 Mr.doob 提交于
Changed the DepthMaterial to use this approach instead.
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由 Julian Walker 提交于
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由 Julian Walker 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
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由 Mr.doob 提交于
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由 Mr.doob 提交于
SubstractiveBlending ⟶ SubtractiveBlending
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由 Mr.doob 提交于
Implemented material blendings (THREE.NormalBlending, THREE.AdditiveBlending, THREE.SubtractiveBlending) in CanvasRenderer Added MeshNormalMaterial (per face)
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- 15 11月, 2010 10 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Cleaned up CanvasRenderer and SVGRenderer code a bit.
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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
It's commented out, as it breaks shader validation in current Chrome :(. There seems to be some bug in Chrome / ANGLE making it barf when using "gl_FragCoord" in fragment shader. Curiously, while it breaks both 9.0.576.0 dev channel and latest continuous build 9.0.583.0, it does work fine in canary build with the same version as dev channel (9.0.576.0). Go figure. Also in Firefox 4 beta 7 it works fine. It seems there were some recent changes in handling of "gl_FragCoord" on Windows which probably broke something when fixing other bug: http://code.google.com/p/chromium/issues/detail?id=59762 http://code.google.com/p/angleproject/issues/detail?id=71 TODO: make isolated test case and submit bug report (if this doesn't go away in next Chrome update).
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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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