8 Commits
Author SHA1 Message Date
alteredq ecad27eb11 Moved MeshPhongMaterial onto common shader builder machinery, ubershader is no more.
Code is still rough around edges (it can be made nicer), though it should already produce one-to-one results with ubershader.

Side-effect is that scene is no longer required as WebGLRenderer constructor parameter. Shader programs are now constructed upon first frame render and only then scene lights are examined.
2010-12-31 00:33:39 +01:00
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 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 7ce3b0f7d2 Experimenting with different syntax for materials (just hex instead of THREE.Color in API), checking how it feels with shaders example. 2010-11-12 18:10:28 +01:00
alteredq c31cb220e3 Renamed examples: shader_test -> materials_shaders, materials_test -> materials_multimaterials 2010-11-12 15:57:07 +01:00