WestLangley
WestLangley
This PR converts `MeshLambertMaterial` from Gouraud (per-vertex) shading to per-fragment shading. 1. `MeshLambertMaterial` now supports: - normal maps - object-space normal maps - bump maps - displacement maps - tangents...
Related issue: #24452. This PR adds `MeshGouraudMaterial.js` to the the newly-created `/examples/jsm/materials/` directory. `MeshGouraudMaterial` implements a Lambert illumination model with Gouraud (per-vertex) shading. `MeshGouraudMaterial` has the same feature set, and...
As suggested in https://github.com/mrdoob/three.js/issues/24469#issuecomment-1208507525. `MMDToonShader`, `Basic`, `Lambert`, and `Phong` do not support PMREM environment maps, so can be removed.
As proposed in https://github.com/mrdoob/three.js/pull/24349#issuecomment-1185312799. Does this look like the right approach? If so, I'll add the remaining geometries.
The [thin-surface model](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_transmission) and the [volume model](https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_volume) should be separate models in the `MeshPhysicalMaterial` shader. Currently, only the volume model is implemented, and if thickness is 0, all components of...
The three.js convention is to create single instances and reuse them.
### Description Normal maps are displayed incorrectly when `material.side = THREE.DoubleSide` + flatShading = true Broken with #25693 (confirmed with git bisect). Related bug: #25701 ### Reproduction steps 1. Create...
...continuing a pattern started previously. bsdfs.js is now vacuous, and has been removed.
See the discussion in #24731. We rotate objects in three.js -- not matrices. I added these methods to emulate a CSS-like API. I do not think these methods are used,...
I propose that the Non-English docs be hosted elsewhere -- and maintained by others. Being responsible for ensuring the English and non-English docs remain in sync is not an efficient...