- 24 2月, 2021 33 次提交
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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
WebGPU: Fix material compile per object and new instance uniform example
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由 Mr.doob 提交于
Examples: Clean up.
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由 Mr.doob 提交于
Editor: Implemented clicking HTML from inside VR
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由 Mr.doob 提交于
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由 sunag 提交于
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由 sunag 提交于
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由 sunag 提交于
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由 sunag 提交于
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由 Mugen87 提交于
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由 sunag 提交于
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由 sunag 提交于
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由 sunag 提交于
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由 Mr.doob 提交于
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由 Luis E. Fraguada 提交于
* extract name and value properties from objects * Extract object userStrings
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
WebGPURenderPipelines: Set material dispose listener only once.
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由 Mugen87 提交于
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
WebGPURenderer: Update to latest WebGPU API.
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由 Mugen87 提交于
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由 sunag 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 Michael Herzog 提交于
* Font: Remove IE11 support. * Examples: Update legacy example.
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由 Brandon Jones 提交于
* Add an example that uses WebXR's estimated AR lighting in feature. * Fix optional features being dropped accidentally * Added ability to turn of environment map estimation
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由 sunag 提交于
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由 Vis 提交于
* SSRPass init * a * a * a * a * a * a * a * a * a * use resolution & delete depthRenderMaterial * SSRPassPerspective * a * a * a * a * a * a * a * use pointToLineDistance, maybe ok * a * almost OK * increase FOV * a * a * a * A * A * a * clean * clean * screenshot * a * gui * a * new pointToLineDistance function * #define MAX_STEP & onresize replace MAX_STEP * bug fix * a * mobile bug fix * surfDist affected by clipW * performance improvement * a * SSRPassSelective * a * selective ok * selective ok * a * a * use traverse for selective reflect first, try other methods after * Configurable encoding * support OrthographicCamera * traverseVisible * SSRPass_bouncing * a * a * performance improvement * a * No need to calculate clipW separately * performance: Use the same skip strategy as viewZ for vZ * clean * use lineLineIntersection instead of pointToLineDistance, can get accurate relfectRayLen. Add DistanceAttenuation feature. * lineLineIntersection & DistanceAttenuation. Use lineLineIntersection instead of pointToLineDistance, can get accurate relfectRayLen. Add DistanceAttenuation feature. * default DistanceAttenuation on * bugfix: OrthographicCamera support * infiniteThick * normal noise * a * a * fit morphTargets * Separate blur setting * performance: use #ifdef instead of if * a * New d1viewPosition calc method, seems same performance, but more concise and clear * Use Perspective-Correct Interpolation instead of lineLineIntersection * performance & priliminary angleCompensation * NormalBlending * screenshot * a * Resolve conflict of examples/files.js * bugfix: maxDistance and attenuation should compared by distance perpendicular to reflectNormal (use pointPlaneDistance function) * fresnel * calculated maxReflectRayLen * bugfix: Character morphTarget normalMaterial. * bugfix: Character morphTarget normalMaterial. * change default scene to bunny * surfDist compensation by angle * With Refelector.js, default off. Now just add a reflector to hide the apparent flaw of SSR, need more integration afterwards. * Let Reflector.js can handle opacity by depthTexture. * fix the "jumpiness" of the reflection * 1. Exclude Reflector from SSRPass if Reflector is on. 2. Increase reflector distanceAttenuation. 3. Change isOrbitControls to autoRotate. * Decrease the vertical offset between SSR and Reflector. * Revert plane.depthWrite = false & Revert to reflector.position.y = plane.position.y + .0001; * Remove the noise setting. * Use pointToLineDistance instead of viewReflectRayZ to calculate away, thus become stride irrelavent. * Performance: perform pointToLineDistance only if viewReflectRayZ-sD<=vZ. * 1. Reduce the size of the reflector to prevent glitch caused by low precision. 2. reflectorRenderTarget resize. 3. Clean up. * Fix: .getClearColor() now requires a Color as an argument. * postprocessing with reflector performance problem quick hack. https://discourse.threejs.org/t/hows-the-reflection-made-in-this-example/23597/8 * Turn on GroundReflector by default & some clean up. * Let groundReflector also follow settings. * Fix zigzag problem between ground and objects. * gui folder
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- 23 2月, 2021 7 次提交