Commit Graph
10 Commits
Author SHA1 Message Date
alteredq 255c042b1e Added clear color parameter to WebGLRenderer constructor, also added setClearColor API call.
This allows to work around ANGLE antialiasing issue appearing when compositing WebGL framebuffer with transparent background color with HTML canvas element background (while keeping antialiasing on).

WebGLRenderer constructor now takes JSON object with few optional parameters:

    renderer = new THREE.WebGLRenderer { scene: scene,
                                         antialias: true,
                                         clearColor: 0x000000,
                                         clearAlpha: 0 };

Here is how to change clear color in runtime:

    renderer.setClearColor( 0xff0000, 1 );
2010-12-25 22:32:26 +01:00
Mr.doob dde35ca06e Minor changes.
Trying to catch a bug with SmoothShading material objects with no vertexNormals.
2010-11-30 04:56:50 +00:00
Mr.doob a2acf0b390 CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved.
CanvasRenderer now with ShadingSmooth, or something along the lines...
2010-11-27 11:30:01 +00:00
alteredq fbd12838b1 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 )"
2010-11-19 18:23:31 +01:00
alteredq 3ee99dc4c5 Added cube mapping to WebGLRenderer. Also added cube map example. Finally ;)
TODO:

  - maybe image array loader should go into TextureCube.js so that people could just reuse the code

  - it may be worth to be able to specify different combination of environment map and underlying material (in single render pass),
    currently color/color map/environment map are multiplied, though addition also produces very interesting looking materials
2010-11-18 02:00:11 +01:00
Mr.doob fbfa375d2c src/io/Loader.js ⟶ src/extras/io/Loader.js
Removed Loader.js from compiled lib
Fixed examples
2010-11-16 14:04:54 +00:00
alteredq 9081529d84 Made all examples working again. 2010-11-16 03:06:46 +01:00
Mr.doob 591c4c5bef Merging alteredq branch. 2010-11-15 02:06:18 +00:00
Mr.doob 5feee3839f Trying to merge... 2010-11-15 01:56:10 +00:00
alteredq c31cb220e3 Renamed examples: shader_test -> materials_shaders, materials_test -> materials_multimaterials 2010-11-12 15:57:07 +01:00