1. 29 8月, 2012 1 次提交
  2. 05 8月, 2012 1 次提交
  3. 05 4月, 2012 1 次提交
  4. 04 4月, 2012 1 次提交
  5. 15 3月, 2012 1 次提交
  6. 22 1月, 2012 1 次提交
  7. 01 12月, 2011 1 次提交
  8. 18 11月, 2011 1 次提交
  9. 10 11月, 2011 1 次提交
    • A
      Added luminosity shader. · 89dc5b1b
      alteredq 提交于
      Dynamic terrain example now creates a specular texture from the color texture. That saves 2.17 MB download.
      
      Just I had to drop materials pre-initialization, for some reason this doesn't play nice with having extra scene / render target :S.
      
      In theory also detail normal texture could be computed from the color texture, just we need some nicer normal map filter (Gimp plugin has 9 different ones).
      89dc5b1b
  10. 09 11月, 2011 1 次提交
  11. 05 11月, 2011 1 次提交
  12. 31 10月, 2011 1 次提交
  13. 23 10月, 2011 1 次提交
  14. 12 10月, 2011 1 次提交
  15. 06 10月, 2011 1 次提交
  16. 30 9月, 2011 1 次提交
    • A
      Added cars demo. · 00b01e88
      alteredq 提交于
      New stuff:
      
      - car rig
      - dynamic cube maps
      - drop shadows from geometries
      - tilt-shift
      - motion blur
      - fxaa
      
      Uses shrunk lens flare texture from ro.me.
      00b01e88
  17. 17 9月, 2011 1 次提交
  18. 14 8月, 2011 1 次提交
    • M
      REVISION++ · 714e9ec3
      Mr.doob 提交于
      * Added support to texture.offset in CanvasRenderer
      * Removed ShadowVolume, ShadowVolumeDynamicMaterial and LensFlare classes.
      * Removed Stencil Shadows and LensFlare code out of WebGLRenderer
      * Added 2.59 folder to Blender, and removed old ones.
      714e9ec3
  19. 18 7月, 2011 1 次提交
  20. 14 7月, 2011 2 次提交
  21. 11 4月, 2011 1 次提交
    • A
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map... · 22bd108a
      alteredq 提交于
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo.
      
      Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts.
      
      Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off.
      
      Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing).
      
      Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
      22bd108a
  22. 08 4月, 2011 1 次提交
  23. 07 4月, 2011 2 次提交
  24. 02 4月, 2011 1 次提交
  25. 29 3月, 2011 1 次提交
  26. 22 3月, 2011 1 次提交
  27. 06 3月, 2011 1 次提交
  28. 12 2月, 2011 1 次提交
  29. 09 2月, 2011 1 次提交
  30. 03 2月, 2011 1 次提交
    • A
      Added billboard particles (semi-opaque depth sorted). · 8227d9f1
      alteredq 提交于
      Work in progress, caveats:
      
      - sort happens just inside one ParticleSystems, so everything gets messed up when more ParticleSystems are in the same screen space
      - not yet solved proper order of operations, if you change object transform, you need to update ParticleSystem object matrix manually before rendering (so that sort works, otherwise it will use transform from previous frame)
      
      Also fixed transparency in fog and did small optimizations in WebGLRenderer.
      8227d9f1
  31. 02 2月, 2011 1 次提交
  32. 24 1月, 2011 1 次提交
  33. 17 1月, 2011 1 次提交
  34. 12 1月, 2011 1 次提交
    • A
      Added basic support for dynamic geometry in WebGLRenderer (with silly ocean example). · fe6008b6
      alteredq 提交于
      If you want to refresh VBOs (and thus have geometry changes reflected in renderer), you need to set dirty flags on geometry object.
      
      There are separate flags for different buffers (as not always all buffers need to be updated and oh my is updating costly):
      
          mesh.geometry.__dirtyVertices = true;
          mesh.geometry.__dirtyNormals = true;
          mesh.geometry.__dirtyUvs = true;
          mesh.geometry.__dirtyTangents = true;
      
          mesh.geometry.__dirtyElements = true;
      
      That was quite tough feature, a lot of refactoring, yet performance is still quite bad :(
      
      The biggest remaining bottleneck seems to be translation between Three.js internal data formats and buffers. I removed as much per-frame arrays creation as I could, but even just iterating through existing data and setting of values is still very costly. Also per-frame normals computation is expensive.
      fe6008b6
  35. 09 12月, 2010 1 次提交
    • A
      Added normal + ambient occlusion + displacement mapping demo. · ac5276b4
      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
      ac5276b4
  36. 06 12月, 2010 3 次提交