- 05 5月, 2012 1 次提交
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由 Mr.doob 提交于
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- 04 5月, 2012 1 次提交
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由 alteredq 提交于
Also added rudimentary position-based vertex colors to MarchingCubes object and example for testing. There is no normalization or anything, it's up to application layer not to set colors beyond <0,1> range. This addresses issue #1834
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- 01 5月, 2012 4 次提交
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由 alteredq 提交于
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由 alteredq 提交于
As per suggestion in https://github.com/alteredq/three.js/commit/5d5f92d6411f3d39725ea704594d7a09ecb92cca
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由 alteredq 提交于
Only these 4 are actually valid for regular textures: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexImage2D.xml We had it wrong before, it just accidentally worked as default type GL_UNSIGNED_BYTE is common for both data types and pixel types.
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由 alteredq 提交于
Also added optional quick-and-dirty UVs for MarchingCubes object, just to be able to test this. For the moment these are just XZ world coordinates. This should address half of #1834
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- 27 4月, 2012 6 次提交
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由 alteredq 提交于
As per discussion in #855 To be tested if it works ...
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由 alteredq 提交于
See discussion here: https://github.com/alteredq/three.js/commit/2fd0b1b14deef40825d6a853ae0522f78d4b57d8
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由 alteredq 提交于
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由 alteredq 提交于
As per discussion in #1803. It's really hard to tell if this has any affect at all as shader creation by itself is so costly it dwarfs everything else.
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由 alteredq 提交于
This seems to work.
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由 alteredq 提交于
This should address #1803 Todo: - write some test - hook this into material.needsUpdate handling - figure out what to do with GL shader objects
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- 24 4月, 2012 4 次提交
- 22 4月, 2012 2 次提交
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由 Mr.doob 提交于
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- 21 4月, 2012 2 次提交
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由 Mr.doob 提交于
Anaglyph and ParallaxBarrier could also be merged somehow, as the only change is the fragment shader.
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由 Jeroen De Cuyper 提交于
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- 20 4月, 2012 4 次提交
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由 alteredq 提交于
See discussion here: https://github.com/mrdoob/three.js/commit/6e002f324a06f6f766b50c930732a9994fdd4ac6#commitcomment-1234473
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由 Mr.doob 提交于
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由 alteredq 提交于
This should fix doubleSided objects causing misbehaved shadows reported in #1758.
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由 alteredq 提交于
It's now done once per frame / plugin instead of per material. Fixes #1757
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- 18 4月, 2012 2 次提交
- 17 4月, 2012 2 次提交
- 15 4月, 2012 2 次提交
- 14 4月, 2012 10 次提交
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由 ide user ide_gero3 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 alteredq 提交于
This adds 2 extra parameters to SpotLight: - "angle" for controlling light cone width - "exponent" for controlling sideways light attenuation (from light->target axis towards edges of light cone) Warning: this changes appearance of everything that used old fake SpotLight. To get approximately similar look use these parameter values: ``` spotLight.angle = Math.PI; spotLight.exponent = 1; ``` Todo: - implement spotlights in normal map and skin shaders - check what's going on with vertex colors and ambient term in unlit parts - check shadowmap darkening vs unlit parts darkening - maybe some better formula for light cone attenuation, current one varies too wildly with cone angle
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由 ide user ide_gero3 提交于
This reverts commit de6d62bf.
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由 ide user ide_gero3 提交于
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