- 23 Nov, 2010 2 commits
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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).
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alteredq authored
Added option to OBJ converter allowing to invert material transparency (some models interpret 0 as opaque and 1 as transparent).
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- 22 Nov, 2010 18 commits
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alteredq authored
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alteredq authored
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Mr.doob authored
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Mr.doob authored
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alteredq authored
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Mr.doob authored
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timk authored
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alteredq authored
This cleaned up cube mapping examples quite a bit ;)
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alteredq authored
Wrapping options follow WebGL specs: ClampToEdge [default], Repeat, MirroredRepeat.
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alteredq authored
Changed title tags in cube mapping demos (so that it's easier to tell them apart in bookmarks / history).
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alteredq authored
All cube mapping examples should work and be consistent between MeshCubeMaterial and 6 texture versions.
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alteredq authored
This version is inconsistent. Will follow with another merge.
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Mr.doob authored
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Mr.doob authored
Made up MeshCubeMaterial (missing from alteredq branch)
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
Removed a loop at line projection time.
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alteredq authored
Added MeshCubeMaterial: WebGLRenderer specific material for more efficient rendering of panoramas when doing cube mapping. Also moved loadImageArray utility function from examples into TextureCube.js To be used like this: var urls = [ "px.jpg", "nx.jpg", "py.jpg", "ny.jpg", "pz.jpg", "nz.jpg" ]; var images = THREE.loadImageArray( urls ); var textureCube = new THREE.TextureCube( images ); // create scene var objectMaterial = new THREE.MeshBasicMaterial( { color: 0xffffff, env_map: textureCube } ) createScene( objectMaterial ); // create panorama var size = 100000; var panoMaterial = new THREE.MeshCubeMaterial( { env_map: textureCube } ); var mesh = new THREE.Mesh( new Cube( size, size, size, 1, 1, null, true ), panoMaterial ); sceneCube.addObject( mesh ); Warning: this functionality is currently changing a lot, expect things to get broken before stabilization.
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- 21 Nov, 2010 5 commits
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Mr.doob authored
I can't see any other WebGL example being affected by this change (for bad).
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Mr.doob authored
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Mr.doob authored
Would be nice if everyone in the internets used the same coordinate system :P
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Mr.doob authored
Trying to get to the same order of alteredq's cubemap.
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Mr.doob authored
Updated some examples. CanvasRenderer: Skip render when opacity is 0.
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- 20 Nov, 2010 7 commits
- 19 Nov, 2010 8 commits
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alteredq authored
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Mr.doob authored
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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 )"
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Mr.doob authored
MeshUtils.merge( object1, object2 [ geometry | mesh ] ): Merges object2 into object1. Implemented in materials_cubemap_sky.
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Mr.doob authored
CanvasRenderer code clean up
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Mr.doob authored
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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)).
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Mr.doob authored
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