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three.js/src/extras
Mr.doob 0c3e69ccda WebGLRenderer2: Added env_map (SphericalReflectionMapping).
Eventually I'll have to continue in the experimental branch. Want to give it a go to the ColorPass/TexturePass material API. The color + map + env_map setup feels too limiting...

Now that I have more knowledge of WebGL and shaders, this is how the ColorPass/TexturePass API looks like:

	var material = [

		new THREE.MeshLambertMaterial( [

			new THREE.ColorPass( 0xff0000, 1, THREE.NormalBlending ),
			new THREE.TexturePass( new Texture( <image>, new THREE.UVMapping() ), 0.5, THREE.NormalBlending ),
			new THREE.TexturePass( new Texture( [ <image>, <image>, <image>, <image>, <image>, <image> ], new THREE.CubeRefractionMapping() ), 1, THREE.SubtractiveBlending ),
			new THREE.ColorPass( 0x0000ff, 1, THREE.AdditiveBlending )

		], { blending: THREE.NormalBlending } ),

		new THREE.MeshBasicMaterial( [

			new THREE.ColorPass( 0xff0000, 1 ),

		], { blending: THREE.AdditiveBlending, wireframe: true } ),

		new THREE.MeshPhongMaterial( [

			new THREE.ColorPass( 0xff0000, 1 ),

		], { ambient: 0x000000, specular: 0xbbaa99, shininess: 50, blending: THREE.NormalBlending } );

	];

Makes things a bit longer but I think it's more intuitive this way (and pretty powerful). However, the simplest material would be like this:

	var material = new THREE.MeshBasicMaterial( new THREE.ColorPass( 0xff0000 ) );

Mhh... Now I don't know whether they should called `*Pass`, or `*Layer`...
2010-12-25 16:03:07 +00:00
..
2010-12-22 15:48:18 +00:00
2010-12-24 21:24:58 +00:00