- 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 2 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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- 16 2月, 2012 2 次提交
- 15 2月, 2012 2 次提交
- 14 2月, 2012 3 次提交
- 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 1 次提交
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由 alteredq 提交于
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- 01 2月, 2012 2 次提交
- 31 1月, 2012 3 次提交
- 30 1月, 2012 2 次提交
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由 alteredq 提交于
As per discussion in #1207
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由 alteredq 提交于
Shadow cascades should be now a bit more under control. Cascades can't be active together with multiple separate shadows, it's either one or the other. For this there is `renderer.shadowMapCascade` parameter. Made colored shadow frustum debug visibility toggleable via `renderer.shadowMapDebug` parameter. Fixed runaway globals in ShadowMapPlugin. Fixed missing Gyroscope dependency in WebGL lib build.
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- 28 1月, 2012 2 次提交
- 25 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 23 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 22 1月, 2012 1 次提交
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由 Mr.doob 提交于
Added a silly check on Object3D.add(). It's a quick check and it avoids enless recursivity making the browser silently hang.
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- 21 1月, 2012 3 次提交
- 20 1月, 2012 1 次提交
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由 Mr.doob 提交于
Now we can just do console.log(THREE.VERSION). Thanks for the suggestiong @chandlerprall!
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