1. 12 2月, 2011 5 次提交
    • A
      Vertex colors examples tweaks. · d34d8d8e
      alteredq 提交于
      d34d8d8e
    • A
      Added mesh vertex color example. · f5642a3b
      alteredq 提交于
      f5642a3b
    • A
      9a9ed7cc
    • A
      Simplified shaders building. · e8497d20
      alteredq 提交于
      e8497d20
    • A
      Added "depth_test" parameter to materials. · ad51a48f
      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
      ad51a48f
  2. 11 2月, 2011 1 次提交
  3. 10 2月, 2011 2 次提交
  4. 09 2月, 2011 1 次提交
  5. 08 2月, 2011 3 次提交
  6. 07 2月, 2011 1 次提交
    • A
      Added MarchingCubes object. · b198531c
      alteredq 提交于
      Very much work-in-progress. Expect things to change.
      
      Also changed film shader to have optional grayscale (controlled via uniform).
      b198531c
  7. 05 2月, 2011 1 次提交
  8. 04 2月, 2011 3 次提交
  9. 03 2月, 2011 3 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
    • A
      Refactored KERNEL_SIZE define out of convolution shader lib. · bc88bdb6
      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).
      bc88bdb6
    • A
      Moved film shader into ShaderUtils. · aa8bdaea
      alteredq 提交于
      aa8bdaea
  10. 02 2月, 2011 5 次提交
  11. 01 2月, 2011 3 次提交
  12. 29 1月, 2011 1 次提交
  13. 28 1月, 2011 4 次提交
  14. 27 1月, 2011 7 次提交