1. 17 3月, 2011 1 次提交
  2. 15 3月, 2011 1 次提交
  3. 26 2月, 2011 3 次提交
  4. 22 2月, 2011 1 次提交
  5. 20 2月, 2011 2 次提交
  6. 18 2月, 2011 1 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      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.
      2ecbe2de
  7. 21 12月, 2010 1 次提交
  8. 05 12月, 2010 1 次提交
  9. 02 12月, 2010 2 次提交
  10. 01 12月, 2010 1 次提交
  11. 28 11月, 2010 1 次提交
    • M
      Code clean up. · 34f802e3
      Mr.doob 提交于
      Removed old Blender exporters.
      Slim exporter is now Normal exporter (needs some testing).
      34f802e3
  12. 27 11月, 2010 1 次提交
  13. 26 11月, 2010 1 次提交
  14. 15 11月, 2010 2 次提交
  15. 13 11月, 2010 2 次提交
  16. 12 11月, 2010 1 次提交
  17. 06 11月, 2010 1 次提交
  18. 30 10月, 2010 3 次提交
  19. 29 10月, 2010 1 次提交
  20. 27 10月, 2010 1 次提交
    • M
      * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode,... · 7464f5ff
      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
      7464f5ff
  21. 20 10月, 2010 1 次提交
  22. 06 10月, 2010 1 次提交
    • M
      * Added `PointLight` · 647b4a57
      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
      647b4a57
  23. 17 9月, 2010 1 次提交
  24. 21 8月, 2010 1 次提交
  25. 26 7月, 2010 1 次提交
  26. 25 7月, 2010 1 次提交
  27. 17 7月, 2010 2 次提交
    • M
      b3812029
    • M
      * Refactored `CanvasRenderer` (more duplicated code, but easier to handle) · 8f543db1
      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
      8f543db1