1. 21 4月, 2012 1 次提交
  2. 20 4月, 2012 1 次提交
  3. 18 4月, 2012 1 次提交
  4. 17 4月, 2012 1 次提交
  5. 14 4月, 2012 1 次提交
  6. 03 4月, 2012 1 次提交
  7. 16 3月, 2012 1 次提交
  8. 14 3月, 2012 1 次提交
  9. 13 3月, 2012 1 次提交
    • A
      Added DepthPassPlugin. · 483141ba
      alteredq 提交于
      This is required for SSAO. Unfortunately scene.overrideMaterial is not enough for proper depth pass. Like for shadow maps, shader animated objects (like morphs) need different depth materials than static objects.
      483141ba
  10. 06 3月, 2012 1 次提交
  11. 26 2月, 2012 1 次提交
  12. 25 2月, 2012 1 次提交
  13. 21 2月, 2012 1 次提交
  14. 13 2月, 2012 1 次提交
    • M
      Added EventTarget to TrackballControls. Fixes #1189. · 72065046
      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.
      72065046
  15. 08 2月, 2012 2 次提交
  16. 30 1月, 2012 1 次提交
    • A
      Refactored shadow map shader. · c42478fa
      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.
      c42478fa
  17. 20 1月, 2012 1 次提交
  18. 19 1月, 2012 1 次提交
  19. 15 1月, 2012 1 次提交
    • M
      r47 · 32b581f2
      Mr.doob 提交于
      32b581f2
  20. 11 1月, 2012 1 次提交
    • A
      Added Gyroscope object. · 35b55e5b
      alteredq 提交于
      It's Object3D subclass that takes a position from the scene graph hierarchy but uses its local rotation as world rotation.
      
      It works like real-world gyroscope - you can move it around using hierarchy while its orientation stays fixed with respect to the world.
      35b55e5b
  21. 10 1月, 2012 1 次提交
  22. 06 1月, 2012 1 次提交
  23. 04 1月, 2012 1 次提交
  24. 03 1月, 2012 1 次提交
  25. 27 12月, 2011 1 次提交
  26. 07 12月, 2011 1 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      alteredq 提交于
      Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go.
      
      Upsides:
      	- initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example)
      	- much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices)
      	- consequently much smaller memory footprint all around, both for main and GPU memories,
      	  which means less swapping and better vertex caching
      
      Downsides:
      	- can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices)
      	- can't have multiple materials per mesh
      	- no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
      8ec6317e
  27. 22 11月, 2011 1 次提交
  28. 21 11月, 2011 1 次提交
    • A
      Changed lights to use global positions. · e207f5e8
      alteredq 提交于
      This should allow attaching of lights to objects. As a side effect, directional lights positions don't need to be normalized explicitly anymore.
      
      Also changed viewport dimensions passed to render plugins to work with render targets with different dimensions than the screen framebuffer.
      
      And fixed new dependencies in build script.
      e207f5e8
  29. 19 11月, 2011 1 次提交
    • A
      Rest of the commit. · 0c78ae95
      alteredq 提交于
      Because TortoiseGit suddenly refuses to make single commit with added and changed files :/
      0c78ae95
  30. 18 11月, 2011 2 次提交
  31. 14 11月, 2011 1 次提交
  32. 24 10月, 2011 2 次提交
  33. 23 10月, 2011 2 次提交
  34. 14 10月, 2011 2 次提交
  35. 13 10月, 2011 1 次提交