- 21 12月, 2012 9 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 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 Mr.doob 提交于
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由 Mr.doob 提交于
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- 20 12月, 2012 14 次提交
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由 Mr.doob 提交于
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由 Ben Houston 提交于
remove duplicate Quaternion.toEuler (already on Vector3.setEulerFromQuaternion), expand Quat unit test, fix merge.
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由 Ben Houston 提交于
Conflicts: test/sources.html
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由 Ben Houston 提交于
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由 Ben Houston 提交于
add new credits to Quaternion.js, expand Quaternion unit tests, move Matrix4 set* methods to standard file location.
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由 Ben Houston 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Also more shader refactoring and unifications across light types.
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由 alteredq 提交于
Also unified wrapRGB in all lights to (1.0, 1.0, 1.0). Still need to figure out some way how not to have this hardcoded.
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由 alteredq 提交于
More code chunks sharing and naming unification. This should make easier to add new light types and to modify lights features.
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由 alteredq 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Joshua Koo 提交于
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- 19 12月, 2012 8 次提交
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由 alteredq 提交于
Extracted common pieces of code into shader chunks.
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由 alteredq 提交于
Also here no need to recompute view space light position in shaders, uniform is enough.
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由 alteredq 提交于
The same like for spotlights slso here uniform for view space light direction is enough.
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由 alteredq 提交于
Sharing the same code for initialization and dynamic syncing. Also made directional lights work with hierarchies.
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由 alteredq 提交于
Moved view space light direction and position computations out of the shader. These are constant for every pixel affected by the light, so computation can be done just once per light in JS and then passed in as uniform.
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由 alteredq 提交于
Todo: - physically based specular - wrap around lighting - light cone proxy instead of fullscreen quad - light distance attenuation - move spot angle cos out of shader - move light direction out of shader - shadow maps See #2624
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由 alteredq 提交于
This is the simplest way how to increase framerate in runtime (of course for the price of decreased visual quality).
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由 alteredq 提交于
Defaulting to 800 x 600 x 1. This allows for API more compatible with WebGLRenderer (empty constructor followed by setSize). Though for deferred renderer it's more efficient to specify width and height in the constructor (otherwise initial render targets are just going to be trashed immediately).
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- 18 12月, 2012 9 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
rename benchmarks and unit test HTML files based on pattern established in /examples. Expand float23array benchmark to cover most alternatives.
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由 Ben Houston 提交于
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由 OpenShift guest 提交于
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由 alteredq 提交于
Make specular term multiplicative when specular color is zero.
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由 alteredq 提交于
At least till not finding out why OpenGL renderer got broken completely :S
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由 alteredq 提交于
We now have also AddOperation, which was just ignored.
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由 alteredq 提交于
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由 alteredq 提交于
It's a hybrid solution, cubemap pixels are fetched and blended in color pass based on deferred normals from normal pass.
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