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Published by vanruesc about 7 years ago
Requires three.js 0.87.x
getDrawingBufferSize
calls.SMAAPass
constructor now expects two parameters: searchImage, areaImage
. The user must preload these images asynchronously by using the base64-encoded image data urls SMAAPass.searchImagaDataUrl
and SMAAPass.areaImageDataUrl
. Please refer to the SMAADemo
for an example setup.DepthPass
. There was no real purpose behind this pass.BokehPass
. This lets the user define an area in front of and behind the focus point that remains sharp. See 99519cb.DepthMaterial
. This material was not useful.linearToRelativeLuminance
function from common. See 220d490.Published by vanruesc about 7 years ago
Requires three.js 0.87.x
Published by vanruesc about 7 years ago
Requires three.js 0.87.x
Bokeh2Material
, FilmMaterial
, LuminosityMaterial
and ToneMappingMaterial
. Coefficients are now uniforms and can be adjusted by the user. See 0157077.ShockWavePass
.Published by vanruesc over 7 years ago
Requires three.js 0.86.x
width
and height
to BlurPass
to avoid abuse of private render targets.BloomPass
as it only needs one.Published by vanruesc over 7 years ago
Requires three.js 0.85.x
Published by vanruesc over 7 years ago
Requires three.js 0.85.x
needsSwap
flag to BloomPass
and GodRaysPass
.Published by vanruesc over 7 years ago
Requires three.js 0.85.x
Published by vanruesc over 7 years ago
Requires three.js 0.84.x
null
uniform in LuminosityMaterial
. See #55.ToneMappingPass
. See 57d86b5.PixelationPass
.Published by vanruesc over 7 years ago
Requires three.js 0.84.x
FilmMaterial
for noise and scanlines.clear
flag. See d2d401b.MaskPass
. See e7e364d and 4cbcee6.clearDepth
flag to RenderPass
.ClearPass
.GodRaysPass
to use a RenderPass
for its masked scene.ShockWavePass
.PixelationPass
.Published by vanruesc over 7 years ago
Requires three.js 0.84.x
Pass.setSize
is now called before Pass.initialise
when a pass is added.EffectComposer.replaceRenderer
method.Pass.setSize
.EffectComposer.reset
will now properly rebuild the current render targets by reusing depth buffer, stencil buffer and depth texture settings.EffectComposer.createBuffer
is now (depthBuffer, stencilBuffer, depthTexture)
.CombineMaterial
for better texture blending.CombineMaterial
.ConvolutionMaterial
has been reworked.BokehMaterial
.BlurPass
that can be used by other passes.GodRaysPass
no longer requires an overrideMaterial
hack for rendering a masked scene.TexturePass
.DepthPass
.Published by vanruesc over 7 years ago
Requires three.js 0.82.x
Published by vanruesc over 8 years ago
Use with caution! There might be bugs, that have yet to be uncovered.
Nonetheless, the demos show that this library is more or less fit for production.