- 17 3月, 2011 1 次提交
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由 alteredq 提交于
Also cleaned up examples from individual includes, only sandboxes and ubiquity now include individual files.
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- 15 3月, 2011 1 次提交
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由 alteredq 提交于
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- 26 2月, 2011 3 次提交
- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
Webgl examples next.
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- 20 2月, 2011 2 次提交
- 18 2月, 2011 1 次提交
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由 alteredq 提交于
- getters/setters are no more in Vector3 - object hierarchies thus don't use "isDirty" - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers - even without this, performance of hierarchies went up (a lot) - objects do not get passed renderer anymore - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?) - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter) - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different) - CanvasRender still broken, despite many efforts :( - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
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- 21 12月, 2010 1 次提交
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由 Mr.doob 提交于
Projector::projectScene now does a first pass through Projector::projectObject (which does frustum culling and object sorting). So now CanvasRenderer and SVGRenderer feature frustum culling too.
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- 05 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 02 12月, 2010 2 次提交
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由 Mr.doob 提交于
TODO: Add computeVertexNormals on geometry so any object can use it.
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由 Mr.doob 提交于
Implemented gero3's Matrix4.transformVector3 optimisation ( http://jsperf.com/diff-in-speed-for-three-js ).
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- 01 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 28 11月, 2010 1 次提交
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由 Mr.doob 提交于
Removed old Blender exporters. Slim exporter is now Normal exporter (needs some testing).
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- 27 11月, 2010 1 次提交
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由 Mr.doob 提交于
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved. CanvasRenderer now with ShadingSmooth, or something along the lines...
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- 26 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 15 11月, 2010 2 次提交
- 13 11月, 2010 2 次提交
- 12 11月, 2010 1 次提交
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由 Mr.doob 提交于
* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
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- 06 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 30 10月, 2010 3 次提交
- 29 10月, 2010 1 次提交
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由 Mr.doob 提交于
* Minor fixes (Geometry normal calculation) * Isolated Matrix3 code into `Matrix3.js` * README and TODO updated
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- 27 10月, 2010 1 次提交
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由 Mr.doob 提交于
* MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default. * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial * Added MeshFaceMaterial ( it uses the face.material for that pass ) * CanvasRenderer and SVGRenderer per face material logic changed. * SVGRenderer supports particles again. * WebGLRenderer currently broken :/ * Code clean up
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- 20 10月, 2010 1 次提交
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由 Mr.doob 提交于
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- 06 10月, 2010 1 次提交
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由 Mr.doob 提交于
* `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only) * `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore * Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse)) * Added `computeCentroids` method to `Geometry` * Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
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- 17 9月, 2010 1 次提交
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由 Mr.doob 提交于
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- 21 8月, 2010 1 次提交
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由 Mr.doob 提交于
* Additional `Matrix4` and `Vector3` methods
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- 26 7月, 2010 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2010 1 次提交
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由 Mr.doob 提交于
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- 17 7月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* `Face4` now supports `MeshBitmapUVMappingMaterial` * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`. * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial` * `ColorFillMaterial` > `MeshColorFillMaterial` * `ColorStrokeMaterial` > `MeshColorStrokeMaterial` * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial` * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial` * `ColorStrokeMaterial` > `LineColorMaterial` * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
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