- 25 2月, 2012 7 次提交
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由 alteredq 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 Mr.doob 提交于
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由 alteredq 提交于
This adds Vector3.getRotationFromQuaternion and changes Object3D.applyMatrix to use Matrix4.decompose. Also added SceneUtils.attach / detach and cleaned up unused vector parameter in Geometry.applyMatrix.
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由 Mr.doob 提交于
Renamed Vector3.setRotationFromMatrix() to Vector3.getRotationFromMatrix(). Added Vector3.getScaleFromMatrix().
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- 22 2月, 2012 1 次提交
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由 alteredq 提交于
As usual, it's up to caller to cache the value if it's not used right away. Had to use Matrix4's internal matrix to avoid circular cross-dependency between Vector3 and Matrix4 (added extra internal matrix m3 for this not used anywhere in Matrix4 itself to minimize chances of messing up something).
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- 21 2月, 2012 4 次提交
- 20 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 17 2月, 2012 1 次提交
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由 alteredq 提交于
Not sure it's really correct, it's kinda hard to tell. Also made stress test more fancy and heavy. It's interesting how antialiasing increases performance difference for more complex materials.
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- 16 2月, 2012 3 次提交
- 15 2月, 2012 3 次提交
- 14 2月, 2012 5 次提交
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Is as it was before, but I implemented the event dispatching in a different way (checking the distance of the object position between frames). Also renamed the 'update' event to 'change'. controls.addEventListener( 'change', render ); Right now only misc_camera_trackball.html uses this.
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由 alteredq 提交于
At least till we don't have this solved somehow better I think we should keep the old one. New one makes everything using it feeling broken, it's distracting. Moved new event-driven `TrackballControls` into `TrackballControlsExperimental`. For the moment used just in "misc_camera_trackball.html" example.
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由 alteredq 提交于
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- 13 2月, 2012 1 次提交
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由 Mr.doob 提交于
Now we can do things like this: controls = new THREE.TrackballControls( camera ); controls.addEventListener( 'update', render ); Sadly, some examples are slightly broken until we have better pipeline for assets load complete event dispatching.
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- 12 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 2月, 2012 1 次提交
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由 alteredq 提交于
Seems horse model was wrong, it had one extra frame at the end (almost identical to the first frame), which caused our animation playback code to be incorrect in order to accommodate for this. Side-effect was that two frame animations were completely broken. Bah.
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- 09 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 08 2月, 2012 1 次提交
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由 alteredq 提交于
Also updated build script to fill in missing dependency (ImageUtils => DataTexture).
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- 07 2月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1256
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- 04 2月, 2012 2 次提交
- 01 2月, 2012 3 次提交
- 31 1月, 2012 3 次提交
- 30 1月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1207
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