- 07 9月, 2012 1 次提交
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由 alteredq 提交于
Still unsolved: how to pass custom parameters to such loaders. See discussion: https://github.com/alteredq/three.js/commit/5c43e9467c9d7ce9682d684f6a753a85449e58b2
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- 06 9月, 2012 3 次提交
- 05 9月, 2012 3 次提交
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由 alteredq 提交于
Transplanted hemisphere specular from Phong. Also had to go back to using varying for view position as computing it in the fragment shader wasn't really working :S
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由 alteredq 提交于
This is all just guessing. Other people have only diffuse term for hemisphere lights, but there should be also some specular term, in real world shiny things are shiny no matter which light.
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由 alteredq 提交于
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- 04 9月, 2012 4 次提交
- 03 9月, 2012 1 次提交
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由 alteredq 提交于
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- 31 8月, 2012 1 次提交
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由 alteredq 提交于
Use two component normalScale and set eventual flipping per-model. It's quite ugly but it could do the job if we don't find a better solution. Do not merge yet. See #2358
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- 29 8月, 2012 4 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Required some tweaking to CanvasRenderer material logic.
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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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由 alteredq 提交于
See #2349 Particles are rendered using drawArrays, so there is no need for indices or offsets. Particle sorting not implemented for BufferGeometry, will need to check if this is possible to do efficiently.
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- 28 8月, 2012 3 次提交
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由 Robert Carnecky 提交于
Normal maps store the perturbation of the surface normal (vector field), as opposed to bump maps, which are height fields (scalar field).
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由 alteredq 提交于
See #2352
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由 alteredq 提交于
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- 27 8月, 2012 1 次提交
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由 WestLangley 提交于
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- 24 8月, 2012 3 次提交
- 21 8月, 2012 1 次提交
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由 alteredq 提交于
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- 20 8月, 2012 2 次提交
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由 alteredq 提交于
All examples should work now. The only weird thing seems to be that for some reason bone texture doesn't like to be assigned to arbitrary texture unit (or more precisely to alternating texture units). See #2340
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由 alteredq 提交于
As discussed in #2340 Do not merge yet, this is not finished.
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- 19 8月, 2012 7 次提交
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由 Mr.doob 提交于
Uhm, some day it would be nice to rewrite all this Shape/Path/Curve/CurvePath code...
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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
Fixed standard materials shaders to use properly transformed positions and normals with skinning and morphing. Also while at it I did some shader snippets cleanup and optimizations here and there. There were quite drastic changes, impacting almost everything. It should work, I went through all WebGL examples, but you never know, there are myriads of possible material combinations. Please let me know if you find something broken.
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- 18 8月, 2012 6 次提交