1. 09 4月, 2017 1 次提交
  2. 21 3月, 2017 3 次提交
  3. 14 12月, 2016 1 次提交
  4. 13 12月, 2016 1 次提交
  5. 21 11月, 2016 1 次提交
  6. 20 11月, 2016 1 次提交
  7. 08 11月, 2016 1 次提交
  8. 06 11月, 2016 2 次提交
  9. 03 11月, 2016 1 次提交
  10. 21 10月, 2016 1 次提交
  11. 20 8月, 2016 1 次提交
  12. 22 7月, 2016 1 次提交
    • R
      Modules (#9310) · f65e669a
      Rich Harris 提交于
      * convert to ES modules
      
      * rebuild
      
      * move shaders back into glsl files
      
      * reinstate polyfills
      f65e669a
  13. 18 6月, 2016 1 次提交
    • B
      Support backgrounds (cube, texture, color) via passes (#9158) · 309723cd
      Ben Houston (Clara.io) 提交于
      * start of background pass test.
      
      * get clear pass and texture pass working well with each other.
      
      * cube texture pass works.  render pass now obeys Pass.clear.  CubeTexturePass supports opacity.  TexturePass doesn't write to the depth buffer.
      
      * get rid of temp matrix.
      
      * add to files.js.  better title.
      
      * remove unused scene parameter from CubeTexturePass.
      309723cd
  14. 02 6月, 2016 1 次提交
  15. 01 6月, 2016 1 次提交
  16. 17 4月, 2016 1 次提交
  17. 14 4月, 2016 1 次提交
  18. 12 4月, 2016 1 次提交
  19. 10 4月, 2016 1 次提交
  20. 09 4月, 2016 1 次提交
    • B
      DepthFormat + DepthPacking on MeshDepthMaterial (#8573) · 148c47bc
      Ben Houston (Clara.io) 提交于
      * add ability to specify on MeshDepthMaterial the type of depth packing one wants.
      
      * depthRGBA -> clipZRGBA - more correct name.
      
      * forgotten replace of depthRGBA -> clipZRGBA.
      
      * add MeshDepthMaterial depthFormat + depthPacking.  Use equations compatible with z buffers.
      
      * adopting MeshDepthMaterial instead of clipZRGBA.
      
      * remove clipZRGBA shader (aka depthRGBA shader) as we can now use MeshDepthMaterial for it.
      
      * remove some comments.
      
      * enable skinning in MeshDepthMaterial, as it was enabled in depthRGBA material.
      
      * remove unused shader.
      
      * fix bug.
      
      * fix bug in shadows with MEshDepthMaterial.
      
      * remove unnecessary debug code.
      
      * ensure that skinning and morphTargets propagate with MeshDepthMaterial.
      
      * fix ssao example to use new MeshDepthMaterial.
      
      * remove unused code.
      148c47bc
  21. 06 4月, 2016 1 次提交
  22. 18 3月, 2016 2 次提交
  23. 07 3月, 2016 1 次提交
  24. 25 2月, 2016 3 次提交
  25. 24 2月, 2016 2 次提交
  26. 21 2月, 2016 2 次提交
  27. 13 2月, 2016 3 次提交
  28. 05 2月, 2016 1 次提交
  29. 04 2月, 2016 1 次提交
  30. 01 2月, 2016 1 次提交