1. 23 Nov, 2010 2 commits
    • alteredq's avatar
      In WebGLRenderer transparent materials are now handled in the same pass as... · 8f38ddca
      alteredq authored
      In WebGLRenderer transparent materials are now handled in the same pass as blended materials (resulting in better fake transparency ;)
      
      The order of render passes is now following:
      
      1. opaque materials with normal blending
      
      2. opaque materials with additive blending
      3. opaque materials with subtractive blending
      
      4. transparent materials with additive blending
      5. transparent materials with subtractive blending
      6. transparent materials with normal blending
      
      With growing number of passes it's possible it may be worth to do some pre-sorting, though it would have to be tested.
      
      Current way is fairly cheap as if there are no corresponding materials in the pass, for loops just blast through (potentially many very cheap operations).
      
      Pre-sorting would mean creating arrays on the fly in each frame (one expensive operation with effect on garbage collection, which especially Firefox is currently very bad at).
      8f38ddca
    • alteredq's avatar
      Added option to OBJ converter allowing to invert material transparency (some... · 4adb1eea
      alteredq authored
      Added option to OBJ converter allowing to invert material transparency (some models interpret 0 as opaque and 1 as transparent).
      4adb1eea
  2. 22 Nov, 2010 18 commits
  3. 21 Nov, 2010 5 commits
  4. 20 Nov, 2010 7 commits
  5. 19 Nov, 2010 8 commits
    • alteredq's avatar
      Merged with mrdoob's branch. · 19a70224
      alteredq authored
      19a70224
    • Mr.doob's avatar
      Merging alteredq's branch · 4901440e
      Mr.doob authored
      4901440e
    • alteredq's avatar
      Added refractive mapping and mixing combination mode for the environment map... · fbd12838
      alteredq authored
      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
    • Mr.doob's avatar
      Started GeometryUtils class. · d961ee52
      Mr.doob authored
      MeshUtils.merge( object1, object2 [ geometry | mesh ] ): Merges object2 into object1. Implemented in materials_cubemap_sky.
      d961ee52
    • Mr.doob's avatar
      Fixed skybox effect on cubemap demos · 2be2673d
      Mr.doob authored
      CanvasRenderer code clean up
      2be2673d
    • Mr.doob's avatar
      eb9c33b2
    • Mr.doob's avatar
      Cleaned up the escher cubemap code a bit. Also, I think it looks much nicer... · d21c2979
      Mr.doob authored
      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
    • Mr.doob's avatar
      Merge remote branch 'alteredq/master' · 340cbccf
      Mr.doob authored
      340cbccf