- 26 6月, 2012 1 次提交
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由 Mr.doob 提交于
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- 20 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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- 18 3月, 2012 1 次提交
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由 alteredq 提交于
Set it to "true" to rebuild the shader. As per discussion in #1534
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- 17 3月, 2012 1 次提交
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由 alteredq 提交于
Changed vertexColor default from "false" to "THREE.NoColor" constant. Added missing morphNormals parameter to ShaderMaterial.
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- 07 3月, 2012 1 次提交
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由 alteredq 提交于
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- 06 3月, 2012 1 次提交
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由 Erik Kitson 提交于
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- 21 2月, 2012 2 次提交
- 20 2月, 2012 1 次提交
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由 kovleouf 提交于
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- 01 2月, 2012 1 次提交
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由 alteredq 提交于
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- 31 1月, 2012 1 次提交
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由 alteredq 提交于
It seems to work, though not sure yet how to handle some things. Also for the moment it's implemented just for Lambert material.
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- 30 1月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1207
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- 17 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 16 12月, 2011 1 次提交
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由 alteredq 提交于
With a little twist - per color component mixing of regular and wrap-around lightings.
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- 23 10月, 2011 2 次提交
- 19 10月, 2011 1 次提交
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由 alteredq 提交于
New per-pixel Phong code is enabled by setting `perPixel` parameter in Phong material. This version is able to light single untesselated quad correctly. Also it doesn't have point lights number limitation caused by varyings, all lights pass just through uniforms. Performance wise it seems surprisingly quite similar to old version (stress test is ~6 fps faster with new version, though I guess for different use cases / GPUs it can differ).
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- 18 10月, 2011 2 次提交
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由 alteredq 提交于
Metal makes specular term multiplicative (default is additive). This is to be able to have textured materials that do not have diffuse color, just a specular one, to get metallic look (additive specular gives plastic look).
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由 alteredq 提交于
Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black. Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
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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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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
* Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point. * Object3D.lookAt now checks if it's a Camera and does the inverted view. * Quaternion glitch reported at #595 * Added .name to Material * WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.
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- 15 9月, 2011 2 次提交
- 13 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 alteredq 提交于
This allows, for example, better integration of additively blended materials with a regular scene. Not to be confused with depthTest (which controls complete access to depth buffer, including reading). Also messed up a bit with particle emitter example.
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- 29 8月, 2011 1 次提交
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由 Mr.doob 提交于
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
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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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- 11 8月, 2011 1 次提交
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由 Mr.doob 提交于
* Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
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- 04 8月, 2011 1 次提交
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由 alteredq 提交于
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- 03 8月, 2011 5 次提交
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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
DataTexture can be used in the same places like image / video based Texture (WebGLRenderer-only). To be used like this: var width = 64, height = 64, bytes = 3; var data = new Uint8Array( width * height * bytes ); // fill data array with values 0 .. 255 var texture = DataTexture( data, width, height, THREE.RGBFormat ); texture.needsUpdate = true; For the moment only UNSIGNED_BYTE type is supported.
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由 alteredq 提交于
Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation. This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture. By default it's switched off (alphaTest = 0). AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
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- 27 7月, 2011 1 次提交
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由 pushmatrix 提交于
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- 26 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2011 1 次提交
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由 alteredq 提交于
Added Matrix4 type to uniforms. Fixed Texture cloning. Fixed uniforms cloning for Vector2, Vector4 and arrays.
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