1. 31 10月, 2010 3 次提交
    • A
      Synced with mrdoob's branch. · b150a747
      alteredq 提交于
      b150a747
    • A
      Added handling of multiple lights to WebGLRenderer. · 1c35d90f
      alteredq 提交于
      Limitations:
      
       - Chrome can handle up to 5 lights in total (directional + point)
       - Firefox seems to handle up to 29 lights
      
      These number are GPU specific (mine is ATI Mobility Radeon 3650).
      
      This turned out to be quite tricky. The number of varying vectors in shaders is limited. Additionally Chrome and Firefox have different limitations (at least on Windows, probably due to Chrome using ANGLE as rendering backend).
      
      Hence WebGLRenderer has hardcoded limit of maximum 5 lights.
      
      WebGLRenderer constructor now takes (optional) scene argument, so that numbers and types of lights present in the scene can be used to generate minimal possible shader.
      
      If no scene is passed, shader allowing 1 directional + 4 point lights will be generated.
      1c35d90f
    • M
      * Nicer looking orthographic projection example. · 05ba1a2b
      Mr.doob 提交于
      05ba1a2b
  2. 30 10月, 2010 5 次提交
  3. 29 10月, 2010 10 次提交
  4. 28 10月, 2010 2 次提交
  5. 27 10月, 2010 2 次提交
  6. 26 10月, 2010 3 次提交
    • A
      Premultiplied alpha in WebGLRenderer for MeshColorFillMaterial and... · 87e0d754
      alteredq 提交于
      Premultiplied alpha in WebGLRenderer for MeshColorFillMaterial and MeshColorStrokeMaterial (to get closer to CanvasRenderer look).
      87e0d754
    • A
      Refactored multimaterials to also work with non-textured models composed from... · 277d117b
      alteredq 提交于
      Refactored multimaterials to also work with non-textured models composed from multiple material groups.
      
      Old version was doing massive overdraw (whole mesh was drawn for each material).
      
      Even current solution is still quite messy: there is a different behavior for stroke and fill materials (when used as secondary materials).
      
      Stroke materials are applied to the complete mesh (as most common use case seems to be wireframe) while fill materials now apply only to faces within single material group (when "decalIndex" property of secondary fill material is set).
      277d117b
    • A
      Fixed broken normals in Blender 2.54 exporter. · 3db0c877
      alteredq 提交于
      There were two problems:
      
      - vertices were in a different coordinate system than normals
      - generated JS code was not properly handling normals with 0-sized components
      3db0c877
  7. 25 10月, 2010 6 次提交
  8. 24 10月, 2010 1 次提交
  9. 23 10月, 2010 2 次提交
  10. 22 10月, 2010 6 次提交