Extended Loader base class to handle normal map materials.

Plus some more Loader changes:

- fixed diffuse color and opacity being skipped when diffuse texture is present in JSON
- more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON)
- added handling of wrap / offset / repeat parameters for all textures

Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values.

Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
This commit is contained in:
alteredq
2011-07-02 04:35:45 +02:00
parent 522da65881
commit bb332e5fcd
8 changed files with 642 additions and 541 deletions
+1 -9
View File
@@ -222,21 +222,13 @@
uniforms[ "enableAO" ].value = false;
uniforms[ "enableDiffuse" ].value = true;
uniforms[ "uPointLightPos" ].value = new THREE.Vector3(0,0,0);
uniforms[ "uPointLightColor" ].value = new THREE.Color(1,0,0);
uniforms[ "uDirLightPos" ].value = directionalLight.position;
uniforms[ "uDirLightColor" ].value = directionalLight.color;
uniforms[ "uAmbientLightColor" ].value = new THREE.Color(0,0,0);
uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
uniforms[ "uSpecularColor" ].value.setHex( specular );
uniforms[ "uAmbientColor" ].value.setHex( ambient );
uniforms[ "uShininess" ].value = shininess;
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms };
var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true };
var mat2 = new THREE.MeshShaderMaterial( parameters );
mesh = new THREE.Mesh( geometry, mat2 );