- 24 9月, 2011 2 次提交
- 22 9月, 2011 3 次提交
- 21 9月, 2011 6 次提交
- 20 9月, 2011 3 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Problem was that objects could be added to WebGLRenderer's internal render list only once (because of `webglInit` flag). Now there are two separate internal states (`webglInit` and `webglActive`) so that object can be initialized just once (expensive operation) but added / removed from the scene many times (cheap operation).
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- 17 9月, 2011 2 次提交
- 16 9月, 2011 3 次提交
- 15 9月, 2011 2 次提交
- 14 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 9月, 2011 2 次提交
- 11 9月, 2011 2 次提交
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由 alteredq 提交于
This buggy pattern ("something = parameter || nonzero value") exists at more places though elsewhere setting to zero doesn't make that much sense (e.g. in geometries). Not sure if we should change it everywhere to proper pattern ("something = ( parameter !== undefined ) ? parameter : value"). Maybe it would be good for establishing habit. I remember fixing this buggy pattern long ago but it just keeps popping up.
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由 alteredq 提交于
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- 10 9月, 2011 2 次提交
- 08 9月, 2011 2 次提交
- 07 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 7 次提交
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由 Mr.doob 提交于
Fixed GeometryUtils.merge (normals and centroids weren't being multiplied) Fixed misc_lookat and misc_ubiquity_test examples.
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由 alteredq 提交于
This allows, for example, better integration of additively blended materials with a regular scene. Not to be confused with depthTest (which controls complete access to depth buffer, including reading). Also messed up a bit with particle emitter example.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Simplified `Trident`. Added `setX`, `setY`, `setZ` methods to `Vector3`. They're handy for oneliners (see `CylinderGeometry`).
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由 Mr.doob 提交于
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- 05 9月, 2011 2 次提交