- 12 2月, 2011 5 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
This is to be able to control depth buffer writing / testing on per geometry chunk level (before it was possible just to hack it on per scene level via exposed GL context). Disabling depth test is useful for example for additively blended particles, handling of transparency or for having background textured quad. Another option would be to have it on per object level, but then this could prevent different handling of objects with both transparent and opaque parts. Also in this commit: - more progress towards mesh vertex colors - less matrix multiplications in render call - fixed ugly bug in doubleSided / flipSided handling - cleanup of materials - added a lot of missing stuff in debug strings and parameters handlers - normal and depth materials now have opacity parameter - wrote comments for non-obvious things
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- 11 2月, 2011 1 次提交
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由 alteredq 提交于
Vertex colors for meshes in progress ...
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- 10 2月, 2011 2 次提交
- 09 2月, 2011 1 次提交
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由 alteredq 提交于
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- 08 2月, 2011 3 次提交
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由 alteredq 提交于
Renamed: setClearColor( hex, opacity ) => setClearColorHex( hex, opacity ) New: setClearColor( color, opacity ) In this way it's a bit cheaper to animate clear color. Hope I didn't break examples - I searched for "setClearColor" and changed it in one place where it was used.
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由 alteredq 提交于
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由 alteredq 提交于
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- 07 2月, 2011 1 次提交
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由 alteredq 提交于
Very much work-in-progress. Expect things to change. Also changed film shader to have optional grayscale (controlled via uniform).
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- 05 2月, 2011 1 次提交
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由 alteredq 提交于
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- 04 2月, 2011 3 次提交
- 03 2月, 2011 3 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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由 alteredq 提交于
This is ugly, but allows to use different kernel sizes, making it useful not just for Gaussian blur (which is slow with large kernel).
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由 alteredq 提交于
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- 02 2月, 2011 5 次提交
- 01 2月, 2011 3 次提交
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由 alteredq 提交于
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由 alteredq 提交于
It works more or less the same as lines: - particles are passed to ParticleSystem object as geometry - material is ParticleBasicMaterial (textures should be supported, not tested yet) - geometry can be updated by setting "__dirtyVertices" property of the geometry
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由 alteredq 提交于
Expect it not working on almost everything ;) Requires Autodesk FBX SDK Python bindings to work. On Windows it should theoretically work "out-of-the-box", for other platforms, you will need to get SDK from: http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=6837478
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- 29 1月, 2011 1 次提交
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由 alteredq 提交于
Work in progress ...
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- 28 1月, 2011 4 次提交
- 27 1月, 2011 7 次提交
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由 alteredq 提交于
Also shader program building is now spread over loading time.
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由 alteredq 提交于
Creating all GPU stuff when rendering the first frame doesn't work well with gated initialization :(.
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由 alteredq 提交于
Click on small [+] in the upper left corner.
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由 alteredq 提交于
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由 alteredq 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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