提交 07543705 编写于 作者: M Mr.doob

Starting to prepare README for release...

上级 87f41408
......@@ -143,6 +143,13 @@ This code creates a camera, then creates a scene, adds a cube on it, creates a &
### Change Log ###
2012 02 25 - **r48** (393,602 KB, gzip: 99,416 KB)
* Added camera support to `ColladaLoader`. ([jbaicoianu](http://github.com/jbaicoianu))
* More `ColladaLoader` improvements. ([mrdoob](http://github.com/mrdoob), [AddictArts](http://github.com/AddictArts), )
* Updated `IcosahedronGeometry` and `OctahedronGeometry` with @timothypratley's `PolyhedronGeometry` code which also brings `TetrahedronGeometry`. ([mrdoob](http://github.com/mrdoob))
* `LOD` should now behave as expected from anywhere in the scene graph. ([mrdoob](http://github.com/mrdoob))
2012 01 14 - **r47** (378,169 KB, gzip: 96,015 KB)
......@@ -158,7 +165,7 @@ This code creates a camera, then creates a scene, adds a cube on it, creates a &
* Added support for the format [OpenCTM](http://openctm.sourceforge.net/). ([alteredq](http://github.com/alteredq))
* Added `BufferGeometry` for direct rendering from typed arrays. ([alteredq](http://github.com/alteredq))
* Extended `Texture` class with `format` and `type` parameters. ([alteredq](http://github.com/alteredq))
* Autoscale texture to max size of WebGL hardware. ([greggman](http://github.com/greggman) and [alteredq](http://github.com/alteredq))
* Automatically reducing texture to max size of WebGL hardware. ([greggman](http://github.com/greggman) and [alteredq](http://github.com/alteredq))
* Improved `WebGLRenderer`'s Shadow Map code. ([alteredq](http://github.com/alteredq))
* Checking for `xhr.overrideMimeType` before using it (fixing IE support). ([mrdoob](http://github.com/mrdoob) and [alteredq](http://github.com/alteredq))
* Improved ATI and ANGLE support in across `WebGLRenderer` shaders. ([alteredq](http://github.com/alteredq))
......
......@@ -60,14 +60,9 @@ THREE.Object3D.prototype = {
this.matrix.multiply( matrix, this.matrix );
this.position.getPositionFromMatrix( this.matrix );
this.scale.getScaleFromMatrix( this.matrix );
this.rotation.getRotationFromMatrix( this.matrix, this.scale );
/*
this.matrix.decompose( this.position, this.quaternion, this.scale );
this.rotation.getRotationFromQuaternion( this.quaternion );
*/
this.position.getPositionFromMatrix( this.matrix );
},
......
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