Joshua Koo
|
aafd29c50a
Code transforming mrdoob style second attempt See #4806
|
11 years ago |
Mr.doob
|
e58553d1ba
Renamed ParticleSystem to Points and ParticleSystemMaterial to PointsMaterial. See #4726.
|
11 years ago |
Mr.doob
|
aa4b395983
WebGLRenderer: material.side support in shadowmap.
|
11 years ago |
Mr.doob
|
a4de654db2
ShadowMapPlugin: Copy instead of reference.
|
11 years ago |
Mr.doob
|
092e3ad0d3
Mesh: Support Geometries without morphTargets.
|
11 years ago |
WestLangley
|
bb31515d6b
Vector3.get*FromMatrix() -> Vector3.setFromMatrix*()
|
11 years ago |
Mr.doob
|
c16b26c6a6
Moved WebGLRenderer's autoUpdateScene to scene.autoUpdate.
|
12 years ago |
Ben Houston
|
3db966d658
make Matrix4.getPosition() deprecated and replace all usages in core library with Vector3.getPositionFromMatrix()
|
12 years ago |
Mr.doob
|
e314cb059d
Changed some of the matrix.getPosition() to vector.getPositionFromMatrix( matrix ). See #2967.
|
12 years ago |
Mr.doob
|
88f56b3b3b
Clean up.
|
12 years ago |
Mr.doob
|
39763ab7d0
Changed back some .projectPoint() to .applyMatrix4() as per bb873d16d676ead71dfce5181a73828b5993a05f.
|
12 years ago |
Mr.doob
|
bb873d16d6
Added Vector3.projectPoint() as suggested in #2921.
|
12 years ago |
Mr.doob
|
b062fee866
Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860.
|
12 years ago |
Ben Houston
|
6f72a001c2
Frustum.contains -> intersectsObject, containsSphere->intersectsSphere, removed Frustum.containsAnyPoints, .transform. Update unit tests accordingly.
|
12 years ago |
Mr.doob
|
081a1fd646
Renamed .multiplyMatrix* to .applyMatrix* and .multiplyQuaternion to .applyQuaternion as suggested by @WestLangley in #2860.
|
12 years ago |
Mr.doob
|
127c0f2400
matrix.multiplyVector3 to vector.multiplyMatrix4 as suggested in #2860.
|
12 years ago |
alteredq
|
7af978c4af
Merged @MiiBond's shadow map bilinear filtering.
|
12 years ago |
MiiBond
|
0c899e055f
Added shadow map type definitions and replaced shadowMapSoft boolean on the renderer with shadowMapType. The default type is THREE.PCFShadowMap, which amounts to the previous default of shadowMapSoft = true. A new type, THREE.PCFSoftShadowMap will enable bilinear filtering of the shadow in the shader for smoother results.
|
12 years ago |
alteredq
|
d9f82abbaf
Merge remote-tracking branch 'remotes/MiiBond/dev' into shadow-filtering
|
12 years ago |
MiiBond
|
7bbfe6996f
Moved bilinear filtering of shadow maps into the shader. Previously, the filtering on the shadowmap was set to linear outside of the shader and this doesn't work for filtering a depth comparison. For PCF, the filtering needs to be done post-depth-comparison. i.e. in the shader.
|
12 years ago |
alteredq
|
ea4b8a6045
Renamed renderer.shadowMaterialSide => renderer.shadowMapCullFace
|
12 years ago |
alteredq
|
2fb5db39f8
Renamed renderer.shadowMapCullFrontFaces => renderer.shadowMaterialSide
|
12 years ago |
alteredq
|
3d4b2c9566
Removed internal variables _projectionMatrixArray and _viewMatrixArray from WebGLRenderer and render plugins.
|
12 years ago |
Mr.doob
|
1abc24587e
Removing geometry.materials and returning materials from JSONLoader.
|
12 years ago |
alteredq
|
d5e032b979
Fixed implications of new MeshFaceMaterial.materials at multiple places (Ray, Projector, ShadowMapPlugin, DepthPassPlugin).
|
12 years ago |
alteredq
|
426f37929d
Updated DepthPassPlugin to be able to handle skinning.
|
12 years ago |
alteredq
|
e402f323bf
Fixed shadows getting animated when skinning / morphing was disabled for the regular rendering.
|
13 years ago |
alteredq
|
c83f5e5d3b
Fixed shadowmaps not getting proper GL state if there were flipsided objects in the scene.
|
13 years ago |
alteredq
|
020022105b
Fixed shadow camera helper that got broken with CameraHelper changes.
|
13 years ago |
alteredq
|
013f3b375e
Changed the rest of the lib and examples to use auto-texture units.
|
13 years ago |