1. 20 11月, 2016 1 次提交
  2. 09 11月, 2016 1 次提交
    • S
      Abelnation RectAreaLight with ltc approximation (#10041) · 346f38c5
      Samuel Sylvester 提交于
      * sketch of spherical distributions with linearly transformed cosine
      
      * adding prelim example sketches for cosine dists
      
      * makeSkew method added
      
      * add polygon light sandbox example to repo for reference
      
      * formatting
      
      * notes files
      
      * adding skeleton files for area point light
      
      * debug directional light integrated into area light example page
      
      * initial AreaLightHelper functional in example
      
      * makeShape functions for Polygon and add as choices to example
      
      * annotating TODO's with name. partial work on AreaLight shader components
      
      * adding TODOs and placeholders for all places where AreaLight code needs to be added
      
      * fix typo
      
      * RectAreaLight shading works in preliminary fashion
      
      * updates to example
      
      * Preliminary RectAreaLight implementation (no shadows, no distance/decay)
      
      * Integrate RectAreaLight with MeshStandardMaterial
      
      * moving rectarealight brdf data to an example file.  rest of implementation left in place
      
      * TubeBufferGeometry: Removed invisible char (#9943)
      
      * Remove reference to THREE in IcosahedronGeometry.js (#9945)
      
      Fix broken references to THREE namespace in geometries.
      
      * Updated builds.
      
      * Updated package.json.
      
      * Resolved some issues from the first merge
      
      * Added demo from https://github.com/mrdoob/three.js/pull/9234
      Noticed that the code from @abelnation is not his latest...
      more merging to come!!!
      
      * Fixed issues from merge
      
      * Fixed issues from merge...
      webgl_lights_arealight improved
      RectAreaLightHelper update bugs fixed
      
      * Removing built js files that cause conflicts
      
      * Use FileLoader.setMimeType() from MMDLoader (#9990)
      
      * MMDPhysics improvement (#9989)
      
      * MMDPhysics improvement
      
      * Add property defined check
      
      * Shoe physic bodies in mmd example by default.
      
      * Updated builds.
      
      * Improved documentation for constants / Materials (#9993)
      
      * Improved documentation for Materials / Material (#9994)
      
      * Added defaults to docs / perspectiveCamera (#10007)
      
      * added constanst / animation (#10005)
      
      * Fixed error in <head> for Docs / AnimationAction, AnimationClip, and AnimationMixer (#10004)
      
      * Added default values for zoom, near and far properties of docs / orthographic camera (#10006)
      
      * Improved documentation for Constants / Textures (#10001)
      
      * Improved documentation for Materials / Material
      
      * Moved Texture Combine Operations to constanst / materials
      
      * updated Basic, Lambert and Phong .combine property to point to Material constant page
      
      * Improved documentation for constants / textures
      
      * Added Encoding constants to Textures constants page
      
      * Ccdik solver optimization (#10010)
      
      * Optimize CCDIKSolver
      
      * Remove lines I should have not commit
      
      * Remove lines I should have not committed
      
      * added missing toJSON method (#10020)
      
      * Added missing toJson method (#10019)
      
      * added missing toJSON method (#10018)
      
      * created documentation for VideoTexture (#10016)
      
      * Created doc for CanvasTexture (#10015)
      
      * Add CCDIKHelper (#9996)
      
      * Add CCDIKHelper
      
      * Clean up MMDPhysics.js
      
      * Fix typo
      
      * Update OBJLoader.html (#10009)
      
      Spelling correction.
      
      * Fix typo in comment (#10021)
      
      * Improved documentation for docs / Texture (#10012)
      
      * Improved documentation for docs / Texture
      
      * Removed duplicate needsUpate
      
      * Improved docs for Clock (#10008)
      
      * Created new document page Constants / Renderer (#10002)
      
      * Created constants / renderer
      
      * renamed Renderer.html to WebGLRenderer.html
      
      * Improved documentation for CompressedTexture (#10014)
      
      * AudioContext: Added getContext() and setContext().
      
      * Updated builds.
      
      * Simplified AudioContext.
      
      * Updated builds.
      
      * BufferAttribute.onUpload() clean up.
      
      * Renamed docs /constants / WebGLRenderer to Renderer (#10028)
      
      * fixes #10026 (#10027)
      
      * capture bufferAttribute.array properties at first upload (#9972)
      
      * save typed array info in attribute properties
      
      * use saved attribute properties
      
      * remove unused variable
      
      * Discard attribute typed arrays for buffered geometries that are not modified after initial rendering (#9512)
      
      * add setDiscardBuffer method to BufferGeometry
      
      * added discard support to BufferAttribute
      
      * add mechanism for discard of BufferAttribute TypedArrays
      
      * use more elegant method for creating dummy typed array.
      
      * fix typo
      
      * Update BufferGeometry.js
      
      fix brain fade
      
      * rework to use callbacks (phase 1)
      
      * rework part 2
      
      * remove build file
      
      * support setting onUploadCallback from Geometry
      
      * remove repeated calculation from renderer
      
      * remove now redundant getter
      
      * remove geoemtry interface
      
      * document discard mechanism.
      
      * merge fixes
      
      * restore return.this
      
      * drop unneeded call()
      
      * rename discard() method to disposeArray()
      
      * Improved documentation for WebGLRenderer (#10030)
      
      * added missing methods
      
      * Finished add methods
      
      * redid changed to WebGLRenderer.html
      
      * removed unused texture.sourceFile property (#10024)
      
      * glTFLoader: Removed hack. See #10024.
      
      * Updated builds.
      
      * add link to project wiki in README.md (#9987)
      
      * Added deprecated msg/fixed link (#10025)
      
      * Created documentation for DepthTexture (#10017)
      
      * Created documentation for DepthTexture
      
      * pulled upstream
      
      * added missing comma to docs/list.js
      
      * Deprecated UniformsUtils. See #8016.
      
      * Updated builds.
      
      * MeshBasicMaterial: Add support for lightMap (#9975)
      
      * Updated builds.
      346f38c5
  3. 29 10月, 2016 1 次提交
  4. 19 10月, 2016 1 次提交
  5. 15 10月, 2016 1 次提交
  6. 07 10月, 2016 2 次提交
  7. 27 9月, 2016 1 次提交
  8. 01 9月, 2016 1 次提交
  9. 29 8月, 2016 1 次提交
  10. 27 8月, 2016 1 次提交
  11. 12 8月, 2016 1 次提交
    • J
      New example: break objects by throwing balls (#9493) · f0b3de8a
      Juan Jose Luna Espinosa 提交于
      * New webgl_physics_brick demo. Cutting a convex by a plane works, but it must be refactored to work from Geometry, not from "segmentedobject"
      
      * webgl_physics_brick: Splitting a convex mesh with a plane works.
      
      * webgl_physics_brick: Preparing to refactor objects
      
      * webgl_physics_brick: Refactored objects to hang on the THREE.Object3d
      
      * webgl_physics_brick: Radial subdivision works. To do: non-radial one.
      
      * webgl_physics_brick: Non-radial subdivision works.
      
      * 'breaking things' example works.
      
      * added webgl_physics_convex_break to example index. Aded a pyramid.
      
      * webgl_physics_convex_break: Add friction
      
      * webgl_physics_convex_break: Add velocity and angular vel. from parent.
      
      * webgl_physics_convex_break: Change guideline comment.
      
      * webgl_physics_convex_break: Changed page title.
      f0b3de8a
  12. 27 7月, 2016 1 次提交
    • S
      Outline Pass Algorithm (#9407) · 37a0af9f
      spidersharma03 提交于
      1. Draw Non Selected objects in the depth buffer
      2. Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects. Write a mask here for visible and hidden edges.
      3. Downsample the Mask buffer to half
      4. Edge detect the half res buffer, with different colors to hidden and visible edges.
      5. Blur the edges of half res/quarter res buffer(quarter res is used for edge glow)
      6. Add the blurred edges on top of original scene using the full res mask buffer
      37a0af9f
  13. 21 7月, 2016 1 次提交
    • S
      Bloom Pass - Inspired from Unreal Engine (#9351) · 22a4c763
      spidersharma03 提交于
      * Bloom Pass Inspired from Unreal
      * Extract Bright Pass
      * Mip Map blur Pass
      * Combine Pass
      
      * resize function in Bloom
      
      resize function in Bloom
      
      * Bug Fixes and a few Changes
      
      * Resize bug fix
      * changed blur filter. Need to reinvestigate, the older blur sometime
      * Changed kernel size. was too big.
      22a4c763
  14. 25 6月, 2016 1 次提交
  15. 23 6月, 2016 1 次提交
    • I
      BVHLoader & example (#9188) · c87ca5d0
      Ivo Herzig 提交于
      * Adds a BVH Loader & example #5524
      
      * bVHLoader example fixed empty mesh errors.
      
      * BVHLoader: replaced internal quaternions with THREE.Quaternion
      
      * added BVHLoader example to example files
      
      * removed arrow function notation
      
      * BVHLoader example: replaced example animation.
      c87ca5d0
  16. 18 6月, 2016 2 次提交
  17. 17 6月, 2016 1 次提交
  18. 15 6月, 2016 1 次提交
  19. 04 6月, 2016 1 次提交
  20. 02 6月, 2016 1 次提交
  21. 01 6月, 2016 1 次提交
    • J
      GPUComputationRenderer and new GPU demos (#9043) · 5738e9ad
      Juan Jose Luna Espinosa 提交于
      * Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial
      
      * Water shader works with texture heightmap
      
      * Added GPUComputationRenderer, I'm about to test it
      
      * GPUComputationRenderer works with water simulation
      
      * Interaction with mouse
      
      * Added water viscosity, simple geometry for mouse picking
      
      * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring.
      
      * Code revisison, added comments and explanations. Inverted mouse Y coord.
      
      * Added GUI controls for some water parameters.
      
      * Commencing conversion of birds gpu demo to GPUComputationRenderer
      
      * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it.
      
      * Solved mouse bug.
      
      * Optimized smoothWater(), renamed some GPUComputationRenderer methods.
      
      * Substituted old bird gpu implementation. Preparing for new demo.
      
      * Removing old SimulationRenderer
      
      * GPU protoplanets demo started. Minor tweaks in the other demos
      
      * Starting to implement the particle demo
      
      * $th component of texture now is usable. It was the GPUComputationRenderer
      pass-through fragment shader.
      Next thing to do is use a texture that contains (vx, vy, vz, mass).
      
      * Particles already move. Next is gravity interaction.
      
      * Gravity interaction done. Next is particle collision and aggregation.
      
      * Particle collision works
      
      * Added gui
      
      * Some minor adjustments
      
      * Added the two new demos to the list of examples
      5738e9ad
  22. 20 5月, 2016 1 次提交
    • B
      add unbiased mode to the MSAA render pass. (#8930) · bb5600fd
      Ben Houston (Clara.io) 提交于
      * add unbiased mode to the MSAA render pass.
      
      * clearer code.
      
      * better comment.
      
      * cleanup code.  fix bug of using "camera", instead of "this.camera"
      
      * fix more places were "camera" is used instad of "this.camera" -- it worked because example declared "camera" as a global.
      
      * reduce light intensity.
      
      * add PerspectiveCamera.clearViewOffset() per @mrdoob's recommendation.
      bb5600fd
  23. 18 5月, 2016 1 次提交
  24. 15 5月, 2016 2 次提交
  25. 13 4月, 2016 1 次提交
    • B
      Add high quality rand() function to common.glsl and an example to show off the... · db765284
      Ben Houston (Clara.io) 提交于
      Add high quality rand() function to common.glsl and an example to show off the noise textures. (#8603)
      
      * create procedural glsl and an example to show off the noise textures.
      
      * add to files.js
      
      * adopt noise procedural in PMREMGenerator.
      
      * fix page title per @arose's suggestion.
      
      * more adoption of procedural.glsl
      
      * remove procedural.glsl, add a single line to common.glsl.  Update other files as needed.
      
      * cleanup shaders to use common.glsl
      
      * tabify.
      
      * avoid collapsing into a single function - @WestLangley recommendations
      
      * more adoption of tabs.
      
      * fix tabs.
      db765284
  26. 10 4月, 2016 1 次提交
    • M
      WebGL Depth Texture Extension (#8577) · e77697f4
      Matt DesLauriers 提交于
      * working on depth texture
      
      * working on depth texture
      
      * support depth texture in webgl1 and webgl2
      
      * fix comments
      
      * reset build to avoid diff noise
      
      * add check for webgl2 context
      
      * fix depth texture example
      
      * animation for example
      
      * add file
      
      * add depthTexture to WebGLRenderTarget
      
      * ensure depth format returns correct GL parmaeter
      
      * use null for initial depthTexture value
      
      * add some commented out code
      e77697f4
  27. 08 4月, 2016 1 次提交
    • B
      Channel materials example: normal, depth, depthRGBA (#8549) · b7a6bafb
      Ben Houston (Clara.io) 提交于
      * special purpose materials.
      
      * rename example from special_purpose -> channels.  Add camera controls.
      
      * minor polish to webgl_materials_channels.
      
      * add standard material with displacement, normal and ao to show contract with normal and depth materials.
      
      * fix orthographic camera near/far bounds.
      
      * remove double add of material_channels example.
      b7a6bafb
  28. 07 4月, 2016 1 次提交
    • T
      Clipping planes · c4684612
      tschw 提交于
      * Implemented user-defined clipping planes.
      
      * Renderer: Minor documentation update.
      
      * Implements object-level clipping.
      
      * Renderer: Minor cosmetic changes.
      
      * Fixed lethal typo in normal shader.
      
      * Let shadows respect .side of object's material.
      
      * Fixed Plane.applyMatrix4.
      
      - Scale denormalized but did not scale the position
      - Projection is not supported (solved by documentation)
      - Removed unnecessary copying to make up for the normalization
      - Still arguably too heavy
      
      * Added custom clipping example.
      
      * Clipping: Fixed transition to disabled state.
      
      * Improved custom clipping example.
      
      - GUI dependency of volume visualization on Enabled state
      - Larger radius for cylindrical global clipping area
      
      * No .matrixAutoUpdate = false in clipping example.
      
      * Let ShadowMap check renderer.localClippingEnabled.
      
      * Added a simplified clipping example.
      c4684612
  29. 06 4月, 2016 1 次提交
  30. 01 4月, 2016 1 次提交
  31. 30 3月, 2016 1 次提交
  32. 22 3月, 2016 1 次提交
  33. 18 3月, 2016 1 次提交
  34. 15 3月, 2016 1 次提交
  35. 14 3月, 2016 1 次提交
  36. 05 3月, 2016 1 次提交
  37. 02 3月, 2016 1 次提交