1. 09 10月, 2011 1 次提交
  2. 06 10月, 2011 1 次提交
  3. 11 9月, 2011 1 次提交
    • A
      Fixed bug preventing setting 0 values in constructor at several places. · 517f0f55
      alteredq 提交于
      This buggy pattern ("something = parameter || nonzero value") exists at more places though elsewhere setting to zero doesn't make that much sense (e.g. in geometries).
      
      Not sure if we should change it everywhere to proper pattern ("something = ( parameter !== undefined ) ? parameter : value").
      
      Maybe it would be good for establishing habit. I remember fixing this buggy pattern long ago but it just keeps popping up.
      517f0f55
  4. 23 8月, 2011 1 次提交
  5. 22 8月, 2011 3 次提交
  6. 03 8月, 2011 2 次提交
  7. 27 7月, 2011 1 次提交
  8. 23 7月, 2011 1 次提交
  9. 22 7月, 2011 1 次提交
  10. 24 6月, 2011 1 次提交
  11. 23 6月, 2011 1 次提交
  12. 29 5月, 2011 1 次提交
  13. 13 4月, 2011 1 次提交
  14. 11 4月, 2011 2 次提交
  15. 17 3月, 2011 1 次提交
  16. 13 3月, 2011 1 次提交
  17. 08 3月, 2011 1 次提交
  18. 06 3月, 2011 3 次提交
  19. 05 3月, 2011 1 次提交
  20. 04 3月, 2011 1 次提交
    • M
      Mergable: · 2ab6fb41
      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
      2ab6fb41
  21. 03 3月, 2011 1 次提交
  22. 01 3月, 2011 1 次提交
  23. 28 2月, 2011 3 次提交
    • M
      Matrix4: · df366756
      Mikael Emtinger 提交于
      - Wrong in last commit, now the inversion of position is removed
      df366756
    • M
      Matrix4.lookAt: · 5c4131d3
      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
      5c4131d3
    • M
      Removed all the toString methods (saving 6kbytes) · f5e819fe
      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
      f5e819fe
  24. 27 2月, 2011 1 次提交
  25. 26 2月, 2011 3 次提交
  26. 25 2月, 2011 2 次提交
  27. 20 2月, 2011 1 次提交
  28. 19 2月, 2011 1 次提交
    • A
      More refactoring and optimizations. · 313ce3ed
      alteredq 提交于
      - removed unnecessary normal matrix computation in hierarchies (this is already done in renderer)
      - removed unnecessary enabling of attribute arrays in every frame (it's enough to do it when shader program is created)
      - depth test is now only set if it changed
      313ce3ed
  29. 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