- 12 4月, 2012 9 次提交
- 11 4月, 2012 13 次提交
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由 Mr.doob 提交于
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由 John Pywtorak 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Hmm... I'll need to rewrite this one, the result seems to be wrong.
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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 alteredq 提交于
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由 Huw Bowles 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 alteredq 提交于
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由 alteredq 提交于
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由 Huw Bowles 提交于
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- 10 4月, 2012 9 次提交
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由 Davide Della Casa 提交于
take 2: the 'fxaa' shader busts the transparency, so I'm setting the transparency to the transparency of the "middle" pixel instead. Changed after comment by alreredq - now the middle pixel is only fetched once.
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由 zz85 提交于
wanted to fix the + 0.001 issue in `THREE.LatheGeometry` but ended up fixing, rewriting and cleaning up quite a bit of it. I think the UVs now looks better (using webgl_geometries.html) but UV behavior is slightly different so beware (although it should be difficult to support non-complete wrapped lathe UVs). UVs + mergeVertices + subD should be looked at another day, but that will be another issue.
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由 zz85 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
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由 Mr.doob 提交于
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由 Huw Bowles 提交于
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由 Huw Bowles 提交于
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- 09 4月, 2012 8 次提交
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
making SubD code a little more readable. problems with UVs seems fixed. only the LatheGeometry subdivision example fails. other geometry seems to be working ok.
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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
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由 alteredq 提交于
This is now done as method of Matrix3 object which gets as a parameter Matrix4 object to be inverted (to be consistent with how Matrix4 => Matrix4 inversion is done). As per discussion in #1615.
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- 08 4月, 2012 1 次提交
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由 Mr.doob 提交于
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