- 23 11月, 2012 1 次提交
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由 alteredq 提交于
Now morph buffers behave the same like other buffers and do not attempt to get set when materials do not use corresponding attributes. Not having this was crashing deferred rendering when shuffling around materials in G-buffer passes.
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- 22 11月, 2012 21 次提交
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由 alteredq 提交于
Gained more performance, used it for more bling.
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由 alteredq 提交于
Up to 95 fps.
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由 alteredq 提交于
Small performance improvement (88 fps => 91 fps).
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由 alteredq 提交于
Much faster with "discard" (56 fps => 88 fps).
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由 alteredq 提交于
Also fixed light colors to be in linear color space to match the rest of the pipeline.
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由 alteredq 提交于
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由 alteredq 提交于
- changed model to Lee Perry - changed light pass material to use RGB-weighted wrap-around lighting (with deferred can't have easily together multiple material types :S) - changed deferred rendering to use linear space lighting
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由 alteredq 提交于
Refactored deferred rendering example to make it easier to use per-object depth and normal materials.
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由 alteredq 提交于
This is to make it work with textured objects that use Geometry (instead of BufferGeometry). Otherwise reusing the same Geometry between color and normal passes creates buffer requirements clash, where one pass needs just normals and other just UVs. ShaderMaterial forces creation of normal and uv buffers all the time (MeshBasicMaterial just creates what's needed for the first render).
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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
Goes with #2657
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由 alteredq 提交于
Removed internal variables _projectionMatrixArray and _viewMatrixArray from WebGLRenderer and render plugins. These are not needed anymore as matrix elements are directly usable for uniforms.
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由 alteredq 提交于
Unfortunately we can't keep these settings always on: without "--jscomp_off=checkTypes" the amount of spam is just too crazy. It complains about tons of normal things, I had to manually dig out few useful warnings among 900 irrelevant ones.
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由 alteredq 提交于
Previous one: Version: 20120710 (revision 2079) Built on: 2012/07/10 20:55 Current one: Version: 20120917 (revision 2180) Built on: 2012/09/17 14:33 Trying to find out why we miss warning about trailing commas (see #2665)
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由 Mr.doob 提交于
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由 alteredq 提交于
Deferred rendering doesn't play well with transparency.
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由 Mr.doob 提交于
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由 Harold Thetiot 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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- 21 11月, 2012 13 次提交
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由 Mr.doob 提交于
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由 OpenShift guest 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
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由 alteredq 提交于
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由 alteredq 提交于
- made it work with r54dev - cleaned up formatting - fixed light pass not actually moving light proxies (there is less overdraw but lights now can get culled sometimes, need to fix this) - changed high-def Walt to be UTF8 model - made geometry passes work with hierarchies See #2624
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由 Ben Adams 提交于
Allow non-indexed BufferGeometries to render the entire buffer in a single draw call rather than a draw call per 2^16-1 vetexes
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由 alteredq 提交于
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由 zz85 提交于
build.py to build sourcemaps according to output file. (eg. three-custom.js.map for three-custom.js)
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- 20 11月, 2012 5 次提交
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由 zz85 提交于
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由 zz85 提交于
- add --sourcemaps flag to build.py - see #2465 - node.js build script could support sourcemaps with uglifyjs2
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由 alteredq 提交于
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由 alteredq 提交于
Renamed SpriteMaterial properties: affectedByDistance => sizeAttenuation, mergeWith3D => depthTest. Added support for SpriteMaterial.depthWrite. SpriteMaterial should be now more consistent with other materials.
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由 alteredq 提交于
See discussion in https://github.com/alteredq/three.js/commit/73922dc797557132a36de1418c78f755185a3a53
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