- 11 Jan, 2012 2 commits
- 10 Jan, 2012 2 commits
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alteredq authored
It's Object3D subclass that takes a position from the scene graph hierarchy but uses its local rotation as world rotation. It works like real-world gyroscope - you can move it around using hierarchy while its orientation stays fixed with respect to the world.
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alteredq authored
To have lighting consistent with shadows when using target.
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- 09 Jan, 2012 4 commits
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alteredq authored
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alteredq authored
Before SpotLight was a weird mix of shadow casted from PointLight and light casted from DirectionalLight.
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alteredq authored
After shadow mapping fixes orthographic shadow projection finally started to work. Work in progress. Still need to figure out some way to set up shadow camera automagically with respect to the actual camera (so that whole scene is shadowed when the camera moves). For the moment shadow camera needs to be handled manually (like for SpotLight).
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alteredq authored
As per discussion here: https://github.com/alteredq/three.js/commit/835b57addaf328412b61a2b644ff5efd7fe6d25e
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- 07 Jan, 2012 1 commit
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Mr.doob authored
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- 06 Jan, 2012 9 commits
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alteredq authored
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alteredq authored
Bah, this one was tricky. World positions are not updated for objects that are not part of the scene graph so spotlight target was just hanging in limbo.
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alteredq authored
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alteredq authored
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alteredq authored
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alteredq authored
Thanks GUI-DAT ;)
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alteredq authored
This should allow to have spotlights as a parts of hierarchy.
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alteredq authored
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alteredq authored
Sidenote: these extra verbose Closure warnings are starting to pay off - I keep catching subtle bugs (like missing dependencies in rarely used code corners).
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- 05 Jan, 2012 4 commits
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Mr.doob authored
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alteredq authored
This allows to have different shadow map parameters for different lights, also it's easier to access parameters for tweaking / debugging. Changes: renderer.shadowMapWidth => spotLight.shadowMapWidth renderer.shadowMapHeight => spotLight.shadowMapHeight renderer.shadowMapBias => spotLight.shadowBias renderer.shadowMapDarkness => spotLight.shadowDarkness renderer.shadowCameraNear => spotLight.shadowCameraNear renderer.shadowCameraFar => spotLight.shadowCameraFar renderer.shadowCameraFov => spotLight.shadowCameraFov Also added new uniform type "v2v" for array of Vector2 (to support per-light sizes of shadow maps).
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alteredq authored
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zz85 authored
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- 04 Jan, 2012 13 commits
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alteredq authored
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alteredq authored
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alteredq authored
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Mr.doob authored
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zz85 authored
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zz85 authored
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Mr.doob authored
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Mr.doob authored
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zz85 authored
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zz85 authored
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zz85 authored
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alteredq authored
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alteredq authored
This is for seeing how camera actually looks (frustum, line-of-sight, up), it's not a camera. Not sure about the name.
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- 03 Jan, 2012 5 commits
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Erik Kitson authored
Fixed bug where depth buffer is not cleared if last object rendered on previous render cycle disabled depth mask.
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Mr.doob authored
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