1. 23 11月, 2010 10 次提交
  2. 22 11月, 2010 11 次提交
  3. 21 11月, 2010 4 次提交
  4. 20 11月, 2010 10 次提交
    • A
      Forgot to change deployment links. · ad8531a2
      alteredq 提交于
      ad8531a2
    • A
      Merge remote branch 'remotes/upstream/master' · 320f208e
      alteredq 提交于
      320f208e
    • A
      And refraction /reflection cube mapping is fixed. Also added two new examples for refraction. · 946cc6a2
      alteredq 提交于
      Fix is a bit dirty, but at least it's short ;)
      946cc6a2
    • M
      Merge remote branch 'alteredq/master' · 847b5391
      Mr.doob 提交于
      847b5391
    • M
      Merging with alteredq's branch. · 6cb36110
      Mr.doob 提交于
      6cb36110
    • M
      Merging with alteredq's branch · ab46cc14
      Mr.doob 提交于
      ab46cc14
    • M
      Testing refraction material. · 63f26f4f
      Mr.doob 提交于
      63f26f4f
    • A
      Merged with mrdoob's branch. · 19a70224
      alteredq 提交于
      19a70224
    • M
      Merging alteredq's branch · 4901440e
      Mr.doob 提交于
      4901440e
    • A
      Added refractive mapping and mixing combination mode for the environment map... · fbd12838
      alteredq 提交于
      Added refractive mapping and mixing combination mode for the environment map and the underlying material.
      
      This commit has handful of things going on:
      
      - had to sacrifice one light to please ANGLE, making it again up to 4 instead of up to 5 total lights :(
      
      - Basic / Lambert / Phong materials now have new parameters:
      
          "combine": THREE.Mix | THREE.Multiply [default]
      
            - tells how to combine environment map with the original material:
      
               - "Multiply" creates chrome-like metallic look (it's what was already there),
                 color of the underlying material is multiplied with the environment map,
                 this creates different colored metals
      
               - "Mix" creates shiny plastic look
                  color of the underlying material is lerped with the environment map,
                  amount of the contribution from the environment map is controlled
                  by another new parameter "reflectivity"
      
          "reflectivity": <float> [from <0.0, 1.0>]
      
             - controls mixing of underlying material and environment map for "Mix" combine mode
                0: pure underlying material, zero contribution from environment map (Basic/Lambert/Phong)
                1: pure environment map, zero contribution from underlying material (uncolored chrome look)
      
          "refraction_ratio": <float>
      
            - controls refractive mapping, ratio of the index of refraction in the medium containing the incident ray
              to that of the medium being entered
            - sensible values seem to be from ~0.6 - 1.0
              (in theory, e.g. air/glass should be 0.75, but this looks weird, values between 0.9 - 1.0 give the most interesting results,
               though maybe there is bug somewhere in my code)
      
            - for use refraction mapping, just add parameter to TextureCube like this (default is reflection mapping)
      
                "new THREE.TextureCube( images, THREE.RefractionMap )"
      fbd12838
  5. 19 11月, 2010 5 次提交
    • M
      Started GeometryUtils class. · d961ee52
      Mr.doob 提交于
      MeshUtils.merge( object1, object2 [ geometry | mesh ] ): Merges object2 into object1. Implemented in materials_cubemap_sky.
      d961ee52
    • M
      Fixed skybox effect on cubemap demos · 2be2673d
      Mr.doob 提交于
      CanvasRenderer code clean up
      2be2673d
    • M
      Cubemap examples: Ambient lights aren't needed anymore... · eb9c33b2
      Mr.doob 提交于
      eb9c33b2
    • M
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer... · d21c2979
      Mr.doob 提交于
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer without illumination... ?
      At first I though the cube around the sphere was x-inverted (unless the in tention is to simulate refraction...) I've tried changing that but the effect is still weird. I guess those textures work mainly for the sphere and not for the panorama.
      
      I reused the code and did another example using the skymap. More to come ;)
      
      I can see some lines at the edges of the planes though. I guess that's antialiasing kicking in. Should be fixed with a proper cube mesh I guess.
      
      CanvasRenderer has a property called `autoClear` which is true by default. By making it false you have control of when the renderer cleans the screen (by calling renderer.clear()). I wonder if something like that can be added to the WebGLRenderer? That way we can render the cube outside the spheres from a diferent camera (centered in the middle of the screen) than the spheres floating.
      
      Also, added `shading` parameter to `MeshBasicMaterial` (environment mapping was being rendered faceted when using `MeshBasicMaterial` because `shading` was missing (and thus Faceted)).
      d21c2979
    • M
      Merge remote branch 'alteredq/master' · 340cbccf
      Mr.doob 提交于
      340cbccf