Commit Graph
15 Commits
Author SHA1 Message Date
Mr.doob 6b151b552e Merging with @alteredq's experimental branches. 2011-10-23 12:34:46 +02:00
alteredq c07919529e Made FirstPersonControls work. Fixed more examples to work with the new camera system. 2011-10-04 21:10:20 +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
alteredq db78ffe003 Some more Math.PI instead of magic numbers. 2011-09-25 20:19:08 +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 0d8f3572f0 Fixed shadowmap camera aspect ratio (thanks to @kig). 2011-09-16 00:10:34 +02:00
alteredq e298ac6814 Renamed MeshShaderMaterial => ShaderMaterial 2011-09-12 19:17:20 +02:00
Mr.doob a940f05427 Updated examples with the new .add/.remove methods. 2011-09-05 23:16:56 +02:00
alteredq 797530e4f7 Moved 2d filter shaders from ShaderUtils to ShaderExtras. 2011-08-31 13:16:49 +02:00
alteredq 495de75ff2 Added OrthoCamera.
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
2011-08-29 10:34:18 +02:00
alteredq 175064b071 Removed some leftover code in shadowmap example. 2011-08-04 14:28:21 +02:00
alteredq 3e321b4a17 Added passing of curveSegments for ExtrudeGeometry / TextGeometry down to Shape. 2011-08-01 22:10:49 +02:00
alteredq c0d371be7c Merged with zz85's shape / path / extrude / bevel / text updates.
- moved 3d-only text parameters from TextPath into TextGeometry
- added safeguard for bevelSize and bevelThickness not affecting shape size if bevel is disabled
- updated text examples as now TextGeometry is not anymore centered
2011-07-28 19:19:52 +02:00
alteredq 6376d99005 Added shadow map example.
Note: shadow maps as currently implemented are very fussy, they need tons of tweaking to look halfway decent. Also current implementation doesn't do proper depth normalization. For some reason this gives better results than the "right way".
2011-07-28 15:43:50 +02:00