Tim Anema
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2282d9ea33
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fixed camera examples
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2014-12-05 09:38:21 -05:00 |
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Tim Anema
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8e30cacae0
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finish up implementing the animation setup, through anim8proxy
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2014-12-04 21:57:54 -05:00 |
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Tim Anema
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5a60d1f1ca
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added a better normal map and an unlit example side by side
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2014-12-04 16:56:48 -05:00 |
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Tim Anema
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ada9857394
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added in initial animations
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2014-12-04 11:42:28 -05:00 |
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Tim Anema
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8d40785844
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added in examples for common cameras
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2014-12-03 19:22:45 -05:00 |
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Tim Anema
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d02bc54b05
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added in checking to see if the shadow bodies should be drawn, if they are within the screen and within range of the light
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2014-12-03 14:08:44 -05:00 |
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Tim Anema
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5cbca9f63c
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took care of default polygon normal map problems show up at edges
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2014-12-03 08:31:09 -05:00 |
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Tim Anema
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c0a80da546
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made polygons moveable
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2014-12-02 21:26:46 -05:00 |
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Tim Anema
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224822de31
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took out uneeded example now that normals are generated and updated my progress
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2014-12-02 10:08:04 -05:00 |
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Tim Anema
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ec19b3cadd
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added a normal map to all bodies now so drawing shine is done with just the normal shading now
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2014-12-02 10:05:52 -05:00 |
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Tim Anema
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8fee299900
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just cleaning up some code
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2014-12-01 20:41:09 -05:00 |
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Tim Anema
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5351b91168
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no longer need two callback for drawing just one, which is nice
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2014-11-30 15:24:58 -05:00 |
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Tim Anema
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9c81c71f89
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just a few touchups before bed
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2014-11-29 23:51:44 -05:00 |
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Tim Anema
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bbcd20a27e
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colored shadows almost functional again
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2014-11-29 23:20:02 -05:00 |
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Tim Anema
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0a2da63f24
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added image shadows, took out useless code
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2014-11-29 20:19:03 -05:00 |
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Tim Anema
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f56ef4a197
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got the start of a shader that will do normal shading and shine at the same time, I will throw in a shadow map there too and it will do it all in one pass
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2014-11-29 14:52:05 -05:00 |
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Tim Anema
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ac5b9afa16
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made the normal shading reflect the shadow calculations a bit better and isolated the examples to one directory
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2014-11-28 11:14:53 -05:00 |
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Tim Anema
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7db34a4a02
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made better shadow body calculations so that the z coordinate of the light effects the cast light
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2014-11-28 10:20:00 -05:00 |
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Tim Anema
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3d4819cda4
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added remove method to light world to facilitate removal of items
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2014-11-03 17:54:15 -05:00 |
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Tim Anema
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b768c5479a
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fixed the light drawing with translation and scaling
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2014-10-28 20:47:46 -04:00 |
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Tim Anema
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a1d6d33ab5
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fixed spelling mistakes
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2014-10-27 21:32:51 -04:00 |
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Tim Anema
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5572d5135a
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Merge pull request #5 from qrap/master
Load from any directory
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2014-10-27 19:03:46 -04:00 |
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Guard13007
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2063472fe2
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fixed normalMap require
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2014-10-27 12:24:28 -07:00 |
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Guard13007
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290d39bcd5
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load from anywhere
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2014-10-27 12:20:56 -07:00 |
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Paul Liverman
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fdad8ee6d6
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Fixed translate in postshaders.lua example
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2014-10-27 12:19:16 -07:00 |
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Tim Anema
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59f8a4a880
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added a normal mapping example
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2014-10-27 14:43:58 -04:00 |
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Guard13007
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8933dec3a6
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fixed translation examples/short.lua
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2014-10-27 11:00:17 -07:00 |
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Tim Anema
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302bd42d5f
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minimized methods again
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2014-10-26 15:35:53 -04:00 |
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Tim Anema
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00331a51c1
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added in another example for using just the postshader, and added a readme for github
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2014-10-24 14:32:12 -04:00 |
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Tim Anema
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5474b11c50
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some proper refactoring so shine and shadows code are separate
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2014-10-23 22:41:52 -04:00 |
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Tim Anema
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e9a98dbcee
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made the postshader be more easily extendable
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2014-10-23 21:35:35 -04:00 |
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Tim Anema
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5e8ef63d6d
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fixed light position
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2014-10-23 12:17:28 -04:00 |
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Tim Anema
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7325cf8499
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translation and scaling working just need to work out the proper light positioning at scale
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2014-10-23 09:23:20 -04:00 |
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Tim Anema
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537ff2522c
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converted the complex example to use the proper way of transformation
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2014-10-23 08:25:12 -04:00 |
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Tim Anema
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b976a90afe
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just playing around with a few things, narrowed down my last issues with scaling and translation just need to figure out a workaround
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2014-10-22 21:55:15 -04:00 |
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Tim Anema
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0f882da300
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finally coming up with a proper strategy to handle translation and zooming of canvases
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2014-10-21 22:48:19 -04:00 |
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Tim Anema
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22c45f7bac
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trying out some new postshaders from mari0, fixed a couple bugs
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2014-10-08 08:55:05 -04:00 |
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Tim Anema
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702de1389a
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refactored post shader to be part of the light world but still able to use it on its own, took out globals, and made adding and removing effects independant from the draw calls
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2014-10-06 17:27:41 -04:00 |
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Tim Anema
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5e0320c4bf
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fixe a bug in new image bodies
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2014-10-06 09:31:14 -04:00 |
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Tim Anema
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3d15d0832e
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singled out the drawing into one function with background and foreground callbacks, this will draw the refraction and reflection without the post shader
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2014-10-02 20:32:31 -04:00 |
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Tim Anema
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6739da8423
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isolated the update calls again in hopes to fix scaling issues, still havnt got there yet, I am thinking there is some issue with the translation at scale
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2014-10-01 09:03:59 -04:00 |
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Tim Anema
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654deb165c
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small changes
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2014-09-30 21:42:10 -04:00 |
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Tim Anema
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8aacf0f69c
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making it work better with a camera, now working on scaling, finally after a week or working to get here
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2014-09-30 18:19:37 -04:00 |
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Tim Anema
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9579dc0b15
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refactor to update only the elements that are being drawn
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2014-09-27 17:18:54 -04:00 |
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Tim Anema
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9dd4e53119
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light world no longer has any more globals
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2014-09-27 13:46:46 -04:00 |
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Tim Anema
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fd58dd6a86
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changed the class handling
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2014-09-26 16:52:16 -04:00 |
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Tim Anema
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f2b9d62efe
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finished refactor so that there are no more globals to the light world
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2014-09-26 13:38:55 -04:00 |
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Tim Anema
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d58fd39f7f
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refactoring to be a bit more sane and so I can understand the codebase a bit better
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2014-09-26 12:48:46 -04:00 |
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Marcus Ihde
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88b5014326
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Add example browser.
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2014-04-08 19:45:21 +02:00 |
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