- 07 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 04 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Animation.js - fixed scale bugs and removed flattenToArrayOffset AnimationHandler.js - fixed so keyframes at same time is removed Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target SkinnedMesh.update - added flattenToArrayOffset in end of update
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- 03 3月, 2011 6 次提交
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由 Mikael Emtinger 提交于
Animation: Support for Catmull-rom interpolation on position. Please see index.html for example. AnimationHandler: ...same. WebGLRenderer: Removed THREE.AnimationHandler.update( deltaTimeMS ) as this is supposed to be called by user.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 staunsholm 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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- 02 3月, 2011 8 次提交
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由 Mr.doob 提交于
WebGLRenderer: renamed geometryChunks to geometryGroups :P
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由 Mr.doob 提交于
It's now r34 btw.
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由 Mr.doob 提交于
Commented Camera frustrum code. It's not being used, right?
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由 alteredq 提交于
Only Blender 2.56 exporter and OBJ converter were tested. If somebody is using other ones, please reexport some files to be sure they work.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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- 01 3月, 2011 10 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Thanks to empaempa for implementing this feature ;)
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mikael Emtinger 提交于
Mergable: WebGLRenderer.js: changed so camera.matrixWorldInverse is used instead of camera.matrixWorld.
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由 alteredq 提交于
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由 alteredq 提交于
Work-in-progress.
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- 28 2月, 2011 14 次提交
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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由 Mikael Emtinger 提交于
- Wrong in last commit, now the inversion of position is removed
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由 Mikael Emtinger 提交于
- Changed so it sets an ordinary matrix. Also removed inversion of position, which broke A LOT of the examples. WebGLRenderer: - Using camera.matrixWorldInverse instead of camera.matrixWorld - Changed frustum check to camera.frustumContains( object ); - Moved cameraInverse * matrixWorld to vertex shader (needs testing!) (note: normals not fixed yet!) Object3D.addChild: - Recurses up through hierarchy until reaches scene and adds itself to scene.objects/sounds/lights Camera: - Changed inverseMatrix -> matrixWorldInverse
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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