13 Commits
Author SHA1 Message Date
Mr.doob 5697084e64 Moved RequestAnimationFrame.js code right into src/Three.js. 2011-11-29 03:29:13 +01:00
alteredq befc98a01e Refactored bounding box to use 2x Vector3 instead of custom object. 2011-11-25 03:01:00 +01:00
Mr.doob 6b151b552e Merging with @alteredq's experimental branches. 2011-10-23 12:34:46 +02:00
alteredq 412c545c47 Updated the rest of examples.
All should now work with new cameras.
2011-10-05 05:05:13 +02:00
Mr.doob ad31ff1214 Fixed the rest of the examples.
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
2011-10-02 06:33:32 +02:00
Mr.doob bbb65a768c Updated HTML of the rest of the examples. 2011-09-20 19:27:01 -07:00
Mr.doob 19d8261174 More examples clean up. 2011-09-20 18:31:13 -07:00
alteredq e298ac6814 Renamed MeshShaderMaterial => ShaderMaterial 2011-09-12 19:17:20 +02:00
alteredq 3e04cf18dc Normalized Gaussian blur coefficients.
Also shortened a life cycle for particles in shapes example. Still it gets about 10 fps slower with time :/
2011-09-09 21:08:29 +02:00
alteredq 94b14c1e3a Cleaned up a bit 9-sample Gaussian blur shader. 2011-09-08 18:26:59 +02:00
zz85 1ecbe6035b Experimenting with more blur filters 2011-09-08 22:38:38 +08:00
alteredq 8c326a222f Moved depth buffer writing control from renderer into material.
This allows, for example, better integration of additively blended materials with a regular scene.

Not to be confused with depthTest (which controls complete access to depth buffer, including reading).

Also messed up a bit with particle emitter example.
2011-09-06 00:58:55 +02:00
zz85 e123cf2f5f Added webgl particle emitter with blur postprocessing example 2011-09-05 13:16:16 +08:00