提交 ecae266e 编写于 作者: A alteredq

Added mesh stroke materials (wireframe) to WebGLRenderer.

Added multipass multimaterials to WebGLRenderer.

Refactored WebGLRenderer shader to become proto-mini-ubershader (untershader :).

Line width is currently not set properly on Chrome in Windows:

http://code.google.com/p/chromium/issues/detail?id=60124
上级 ce000d48
......@@ -37,7 +37,7 @@
<br/>
<p>Best viewed in Chrome 7/8 or Firefox 4 using WebGL renderer.
<p>Canvas renderer is very slow on anything other than Chrome.
<p>Multi-materials currently work only in canvas renderer.
<p><a href="http://code.google.com/p/chromium/issues/detail?id=60124">Line width is not set properly</a> on Chrome in Windows.
</div>
<div id="log"></div>
......@@ -148,7 +148,10 @@
sphere = new Sphere( 100, 16, 8, 1 );
for (var i=0; i<10; i++) {
mesh = new THREE.Mesh( sphere, [new THREE.MeshColorFillMaterial( 0xffffff ), new THREE.MeshColorStrokeMaterial(0x000000, 1, 1.5)] );
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorFillMaterial( 0xffffff ) );
mesh = new THREE.Mesh( sphere, [ new THREE.MeshColorFillMaterial( 0xffffff ), new THREE.MeshColorStrokeMaterial( 0x000000, 1, 1.5 ) ] );
//mesh = new THREE.Mesh( sphere, new THREE.MeshColorStrokeMaterial( 0x00aa00, 1, 1.5 ) );
//mesh = new THREE.Mesh( sphere, new THREE.MeshFaceColorStrokeMaterial( 2.5 ) );
mesh.position.x = 500 * (Math.random() - 0.5);
mesh.position.y = 500 * (Math.random() - 0.5);
mesh.position.z = 500 * (Math.random() - 0.5);
......
此差异已折叠。
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