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Commits on May 27, 2011
  1. @cjcliffe
Commits on May 23, 2011
Commits on May 22, 2011
  1. @cjcliffe
Commits on May 21, 2011
  1. @cjcliffe

    fixed up examples with new AudioEngine init, replaced M_PI with Math.…

    cjcliffe authored
    …PI in AnimationKit to fix for next cubicvr update
  2. Crunchin' that audio.

    authored
Commits on May 20, 2011
  1. Updated README.

    authored
  2. @cjcliffe
  3. @cjcliffe
  4. Hack to make letters more centered in segment 1's starring sequence (…

    authored
    …adding spaces to the left :/).
  5. @cjcliffe
  6. @cjcliffe
  7. 1. Added image support to CanvasTexture so we can use already-loaded …

    authored
    …images.
    
    2. Make cruncher and super.html.
    3. Added base64 encoded image files.
    4. <img> tags in html and document.getElementById() them to make textures.
  8. 1. Inter-scene object/light cleanup.

    authored
    2. Third segment.
  9. @cjcliffe

    added a hint of blur

    cjcliffe authored
Commits on May 19, 2011
  1. @cjcliffe

    more depth bias tweaking..

    cjcliffe authored
  2. @cjcliffe

    tweaked shadow depth bias

    cjcliffe authored
  3. @cjcliffe
  4. @cjcliffe
  5. 1. Turned off ssao for segment 2.

    authored
    2. Fixed early light binding problem (they were in prepare()).
  6. @cjcliffe

    updated cube animations to use spiral2 -- moved evaluate() to before …

    cjcliffe authored
    …render() to prevent object popping
  7. 1. Added last segment

    authored
    2. Cube explodes at end of segment 2.
    3. Fixed lighting positions, etc.
    4. Lighting is probably still too bright.
  8. @cjcliffe

    fixed soft-shadow intensity

    cjcliffe authored
  9. @cjcliffe
  10. Turned off dof shader.

    authored
  11. @cjcliffe

    Added soft-shadows option, reduced 12-tap filter to 6 with double tex…

    cjcliffe authored
    …el filter radius but it can be increased..
  12. @cjcliffe

    fixed up multiple shadow maps

    cjcliffe authored
  13. 1. Brightened up first scene a lot.

    authored
    2. Shader object filled with shaders to toggle them programatically.
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