Commit Graph
325 Commits
Author SHA1 Message Date
alteredq 59bfd81150 Added MaskPass to postprocessing and clearTarget to WebGLRenderer.
Masking was real pain to get working with multiple render targets :/.

Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
2011-09-01 17:41:56 +02:00
alteredq 1cbcc5beab Optimized postprocessing example.
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing).

Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
2011-08-31 15:55:58 +02:00
alteredq 093bbb1cb9 Added dot screen shader / effect. Extended postprocessing demo. Fixed viewport bug for render targets. 2011-08-30 16:48:47 +02:00
alteredq dcee8501f6 Merged with rectalogic's texture update fix. 2011-08-26 19:47:28 +02:00
alteredq 4336d757ac Added WebGLRenderTargetCube.
Work-in-progress.
2011-08-26 19:40:56 +02:00
Andrew Wason ce76a7406c Need to set correct slot as gl.activeTexture in setTexture
Fixes lightMap bug https://github.com/mrdoob/three.js/issues/458
2011-08-25 16:15:02 -04:00
alteredq d5b117fc18 Merge remote-tracking branch 'remotes/rectalogic/imagedata' into dev 2011-08-24 23:06:51 +02:00
Andrew Wason 9b0536da91 Don't confuse DataTexture with a Texture with ImageData.
Fixes https://github.com/mrdoob/three.js/issues/453
2011-08-24 16:58:21 -04:00
Andrew Wason 89f89ab61e Don't confuse DataTexture with a Texture with ImageData.
Fixes https://github.com/mrdoob/three.js/issues/453
2011-08-24 16:31:50 -04:00
alteredq 39ed3bed93 Added "v3v" uniform type for array of THREE.Vector3.
Also added some comments to uniforms setter, it's starting to get a bit messy.
2011-08-22 18:48:54 +02:00
Mr.doob 4dd2df1545 Merge remote-tracking branch 'chandlerprall/master' 2011-08-17 17:33:47 +02:00
Mr.doob 714e9ec302 REVISION++
* Added support to texture.offset in CanvasRenderer
* Removed ShadowVolume, ShadowVolumeDynamicMaterial and LensFlare classes.
* Removed Stencil Shadows and LensFlare code out of WebGLRenderer
* Added 2.59 folder to Blender, and removed old ones.
2011-08-14 02:54:23 +02:00
Mr.doob d65aec1874 Moved object.dynamic to geometry.dynamic. 2011-08-13 23:22:30 +02:00
Mr.doob f313ff5457 Merge remote-tracking branch 'jeromeetienne/master' into dev 2011-08-12 19:31:08 +02:00
Jerome Etienne 1cb14c463b added preserveDrawingBuffer options in WebGLRenderer. required for toDataURL support 2011-08-12 14:38:38 +02:00
alteredq 9ade9bbdc5 Changed opaque pass to use front-to-back order.
Impact on performance is not very big, you need a lot of triangles with complex fragment shaders to see the difference.
2011-08-08 16:34:26 +02:00
alteredq fd27811b7c Added better random in GeometryUtils. Added possibility of using custom depth material for shadow maps. 2011-08-06 02:50:31 +02:00
alteredq a4665c770e Small refactoring in morph attributes initialization plus some whitespace cleaning. 2011-08-04 18:09:50 +02:00
alteredq 59e5d7ada4 Small optimizations in attributes setting and some whitespace cleanup. 2011-08-04 16:51:02 +02:00
alteredq 01bebe5c40 Added DataTexture, for creating textures out of raw data.
DataTexture can be used in the same places like image / video based Texture (WebGLRenderer-only).

To be used like this:

var width = 64, height = 64, bytes = 3;
var data = new Uint8Array( width * height * bytes );

// fill data array with values 0 .. 255

var texture = DataTexture( data, width, height, THREE.RGBFormat );
texture.needsUpdate = true;

For the moment only UNSIGNED_BYTE type is supported.
2011-08-03 00:50:43 +02:00
alteredq dc0425824a Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation.
This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture.

By default it's switched off (alphaTest = 0).

AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
2011-08-02 21:20:35 +02:00
alteredq 73cb0bf616 Added percentage-close filtering to shadow map shader.
Nine tap sampling, by default it's on, switch off with:

renderer.shadowMapSoft = false;
2011-07-27 22:34:40 +02:00
alteredq ae2357a099 Added handling of multiple shadows. Added matrix4 array and texture array uniform types. 2011-07-27 15:38:07 +02:00
alteredq 77341c86b1 First attempt at shadow mapping (work-in-progress). 2011-07-27 01:35:44 +02:00
alteredq d44e284bc4 Added Matrix4 type to uniforms. Fixed Texture cloning. Fixed uniforms cloning for Vector2, Vector4 and arrays. 2011-07-25 11:03:11 +02:00
Chandler Prall fd1618881f Making the variable user-customizable 2011-07-15 19:33:59 -07:00
alteredq 2014fb8b7f Added handling of custom attributes for ParticleSystems. 2011-07-14 01:45:30 +02:00
alteredq 372e383e2b Trying to better handle depth test state changes for flares/sprites/stencil. 2011-07-12 20:34:04 +02:00
Mr.doob 8bf95541b0 Some clean up.
Testing out texImage2D instead of texSubImage2D again.
@alteredq: which browsers/os didn't like this combo?
2011-07-05 01:01:24 +02:00
Mr.doob 176d0f2884 Merging with @alteredq's branch. 2011-07-03 12:56:50 +02:00
Mr.doob 77eed2ea8c Removed most of SeceneUtils methods for simplicity reasons.
Fixed examples that were using them.
2011-07-03 12:53:58 +02:00
Mr.doob 78fb8ac6f8 Applied @alteredq's sprite removal bugfix. 2011-07-02 12:37:45 +02:00
jsermeno 1e19c2814b Add optional scaleByViewport parameter to Sprite.js 2011-06-19 20:28:54 -07:00
Mr.doob 87ba3421e5 Merge remote-tracking branch 'NINE78/master' 2011-06-19 16:48:20 +02:00
Nik Van den Wijngaert 7070ccd901 Added polygonOffset parameters to THREE.Material. The WebGLRenderer evaluates this right after depthTest for opaque and transparent passes through the setPolygonOffset function. 2011-06-17 11:56:32 +02:00
Nik Van den Wijngaert 9ca596c138 Merge branch 'master' of git://github.com/mrdoob/three.js 2011-06-17 11:06:52 +02:00
alteredq 5739f754a8 Made "needsUpdate" working for custom attributes. Added example for custom attributes.
Not perfect solution but better than nothing.
2011-06-16 16:46:28 +02:00
Nik Van den Wijngaert 8c2bfade3e Added an optional renderDepth (should be in [0,1]) to objects which will override the default z-sorting in the renderer. Setting this attribute on e.g. meshes allows us to control painting order and solve any transparency/depth test issues when relying on default sort order. 2011-06-16 11:43:09 +02:00
Mr.doob af0beedad7 Reverted to previous WebGLRenderer.setTexture code. Now that Chrome 12 is out, it should be working?
Commented out troublesome object-behind-camera check in Ray.js
2011-06-15 17:53:49 +02:00
alteredq 5bf5c6efd8 Refactored object removal in WebGLRenderer, fixing several issues.
Added handling of removal of particle systems, ribbons, lines, shadow volumes, marching cubes.

Fixed bug with partial mesh removal.
2011-06-14 11:18:19 +02:00
alteredq 586012269f Fixed multi-holes bug in Text. Fixed spurious globals in Text and WebGLRenderer.
Added font weight and style parameters to Text.
2011-06-06 00:03:30 +02:00
alteredq 993483763b Commented out "gl.finish", it was eating a lot of performance. 2011-05-31 01:36:53 +02:00
alteredq f104182458 Added handling of texture repeat and offset to WebGLRenderer. 2011-05-31 00:51:14 +02:00
Nik Van den Wijngaert 778672f651 Added support for custom attribute buffers to be correctly split across large meshes (>65K vertices) 2011-05-28 23:15:33 +02:00
Mr.doob ce8e05b632 (Hopefully) temporal patch for making video work on Chrome Stable + Windows. (Thanks @spite!). 2011-05-25 03:58:22 +01:00
Mr.doob 211070277d CanvasRenderer and WebGLRenderer can now reuse an already created canvas. (thx daemonburrito) 2011-05-24 02:31:59 +01:00
Mr.doob 3e523cda9e Reverting gl.texImage2D and gl.texSubImage2D switch. 2011-05-18 21:04:53 +01:00
Mr.doob 967696257d WebGLRenderer: Testing gl.finish() and gl.texImage2D instead of gl.texSubImage2D. 2011-05-18 02:12:28 +01:00
Mr.doob d4d9e1f956 Merge remote branch 'empaempa/master' 2011-05-10 07:54:59 -07:00
Mr.doob 87d4ddc72d Deleting middleman *Arrays if Object3D.dynamic == false. 2011-05-10 07:53:45 -07:00