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Bug with GouraudMaterial/DirectionalLight/PointLight different GPU
Adreno 200 (lg l9)
Adreno 320 (nexus 4)
Well, when using DiffuseMaterial() directional and point light does work OK on both devices…
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We need some kind of representation of lights in the framework. This could just be point lights for now but ideally in the future we'd like to have spotlights as well.
This would involve perhaps havi…
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Hello,
I try to animate a textured character which is loaded with a THREE.JSONLoader. The model was exported from Blender and contains UV's and MorphTargets. The code to animate it is taken from this …
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As of OpenGL 3.0 ...
- Transformations are deprecated (removed as of 3.1)
- Immediate mode is deprecated (removed as of 3.1)
- Lighting must be done through the shader
This is why it is imperative th…
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Hi,
I am having a few troubles with the new “constrained mode”. I don’t need any kind of shader, I have simple shaded models with base illumination, no projected shadow, fx etc, so I think that the ne…
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Alright guys, I know things are in a massive state of flux and discussing yet more modifications might not be at the top of your list at the moment but I need some input.
Part of implementing #535 a…
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Is it possible to just enable lighting? I don't want realistic lighting (Directional, Point) I just want to be able to see my .obj model.
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## Movement (Keyboard)
Surge Forward w
Strafe Left a
Strafe Right d
Surge Backward s
Fly Down q
Fly Up e
There are no interfaces to alter these bindings curre…
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I know this is the dev branch so I understand sometimes things won't be working, but anyway...
at this moment both minko and minko-lighting have scene/node/light and controllers/light packages. The o…