- 29 8月, 2012 1 次提交
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由 alteredq 提交于
Thanks to @toji for blog post and DDS utilities. Fixes #2348 TODO: example textures for alpha formats (DXT3, DXT5).
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- 05 8月, 2012 1 次提交
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由 alteredq 提交于
Cloth.js will need some cleaning but I guess it's better to let @zz85 finish it first (if more work is planned on it).
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- 05 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 04 4月, 2012 1 次提交
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由 alteredq 提交于
Added CustomBlending mode. Added texture.premultiplyAlpha parameter. Added standard and custom blending examples. Thanks to @toji for the suggestion.
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- 15 3月, 2012 1 次提交
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由 Mr.doob 提交于
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- 22 1月, 2012 1 次提交
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由 Mr.doob 提交于
Made shadow transparent (albeit doesn't go well with canvas_geometry_earth :/). Updated webgl_multiple_views example for the new IcosahedronGeometry.
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- 01 12月, 2011 1 次提交
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由 alteredq 提交于
Also added nicer flare texture.
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- 18 11月, 2011 1 次提交
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由 alteredq 提交于
Still a bit dirty but less than it was before. Maybe also sprites could be pluginized.
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- 10 11月, 2011 1 次提交
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由 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).
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- 09 11月, 2011 1 次提交
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由 alteredq 提交于
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- 05 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 31 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 12 10月, 2011 1 次提交
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由 alteredq 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 30 9月, 2011 1 次提交
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由 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.
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- 17 9月, 2011 1 次提交
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由 alteredq 提交于
Also removed unused material Sprite parameter.
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- 14 8月, 2011 1 次提交
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由 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.
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- 18 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 14 7月, 2011 2 次提交
- 11 4月, 2011 1 次提交
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由 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).
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- 08 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Removed pink square method from lens flares in opengl (no partial screen occlusion)
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- 07 4月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mr.doob 提交于
- Fixed TorusKnot face orientation. - Added UVs to Cylinder (Cylindrical Mapping) - Fixed Lathe UVs There is something wrong with texture mapping, u needs to be inverted all the time. Something to researching on.
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- 02 4月, 2011 1 次提交
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由 alteredq 提交于
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- 29 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added LensFlares. Note that a new blending mode has been added. Added an (quite ugly example). NOTE: this doesn't seem to work on Chrome+Mac+NVIDIA unless you turn off antialias (which I've done in the example).
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- 22 3月, 2011 1 次提交
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由 Mr.doob 提交于
Merging with alteredq's branch.
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- 06 3月, 2011 1 次提交
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由 alteredq 提交于
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- 12 2月, 2011 1 次提交
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由 alteredq 提交于
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- 09 2月, 2011 1 次提交
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由 alteredq 提交于
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- 03 2月, 2011 1 次提交
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由 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.
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- 02 2月, 2011 1 次提交
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由 alteredq 提交于
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- 24 1月, 2011 1 次提交
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由 alteredq 提交于
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- 17 1月, 2011 1 次提交
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由 Mr.doob 提交于
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- 12 1月, 2011 1 次提交
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由 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.
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- 09 12月, 2010 1 次提交
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由 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
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- 06 12月, 2010 3 次提交