- 21 4月, 2012 1 次提交
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由 Mr.doob 提交于
Anaglyph and ParallaxBarrier could also be merged somehow, as the only change is the fragment shader.
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- 20 4月, 2012 1 次提交
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由 alteredq 提交于
See discussion here: https://github.com/mrdoob/three.js/commit/6e002f324a06f6f766b50c930732a9994fdd4ac6#commitcomment-1234473
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- 18 4月, 2012 1 次提交
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由 Mr.doob 提交于
I tried to move BinaryLoader to /examples/js but SceneLoader needs it. Curious to hear what people thinks about this change.
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- 17 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 14 4月, 2012 1 次提交
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由 zz85 提交于
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- 03 4月, 2012 1 次提交
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由 alteredq 提交于
This probably could be done in some nicer way, but at least there is no more direct dependency in WebGLRenderer (and lib shrunk ;).
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- 16 3月, 2012 1 次提交
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由 zz85 提交于
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- 14 3月, 2012 1 次提交
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由 zz85 提交于
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- 13 3月, 2012 1 次提交
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由 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.
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- 06 3月, 2012 1 次提交
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由 alteredq 提交于
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- 26 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 25 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2012 1 次提交
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由 Mr.doob 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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- 08 2月, 2012 2 次提交
- 30 1月, 2012 1 次提交
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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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- 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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- 19 1月, 2012 1 次提交
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由 Mr.doob 提交于
Keeping the old IcosahadrenGeometry and OctahedronGeometry to double check results later.
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- 15 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 11 1月, 2012 1 次提交
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由 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.
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- 10 1月, 2012 1 次提交
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由 alteredq 提交于
As per discussion here: https://github.com/alteredq/three.js/commit/835b57addaf328412b61a2b644ff5efd7fe6d25e
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- 06 1月, 2012 1 次提交
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由 alteredq 提交于
Sidenote: these extra verbose Closure warnings are starting to pay off - I keep catching subtle bugs (like missing dependencies in rarely used code corners).
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- 04 1月, 2012 1 次提交
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由 alteredq 提交于
This is for seeing how camera actually looks (frustum, line-of-sight, up), it's not a camera. Not sure about the name.
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- 03 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 07 12月, 2011 1 次提交
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由 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)
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- 22 11月, 2011 1 次提交
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由 Erik Kitson 提交于
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- 21 11月, 2011 1 次提交
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由 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.
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- 19 11月, 2011 1 次提交
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由 alteredq 提交于
Because TortoiseGit suddenly refuses to make single commit with added and changed files :/
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- 18 11月, 2011 2 次提交
- 14 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 24 10月, 2011 2 次提交
- 23 10月, 2011 2 次提交
- 14 10月, 2011 2 次提交
- 13 10月, 2011 1 次提交
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由 alteredq 提交于
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