- 09 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 11 9月, 2011 1 次提交
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由 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.
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- 23 8月, 2011 1 次提交
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由 alteredq 提交于
Still not very fond of decompose returning new array. We will see when it'll be actually used - as API allows for passing in existing translation, rotation, scale, maybe this return array could be eliminated.
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- 22 8月, 2011 3 次提交
- 03 8月, 2011 2 次提交
- 27 7月, 2011 1 次提交
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由 pushmatrix 提交于
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- 23 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 22 7月, 2011 1 次提交
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由 alteredq 提交于
(per Qt API design suggestions http://developer.qt.nokia.com/wiki/API_Design_Principles) Also some more whitespace cleanup.
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- 24 6月, 2011 1 次提交
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由 Andrew Wason 提交于
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- 23 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 29 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added functions for getPosition(), getColumnX(), getColumnY() and getColumnZ() to easier access the different components of the matrix.
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- 11 4月, 2011 2 次提交
- 17 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 3月, 2011 1 次提交
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由 alteredq 提交于
Gah, that was painful. Obvious solution with object.lookAt doesn't work, forward facing direction (heading and attitude) is fine, but banking gets messed up:( Tried many fixes, none worked, so I just resorted to simple rotation around Y-axis based on direction vector.
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- 08 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 06 3月, 2011 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added translate( distance, axis ), translateX( distance ), translateY( distance ) and translateZ( distance ) methods to Object3D. Camera3D translate method overrides Object3D's one. NoFly parameter removed (this should be handled from outside I think).
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 05 3月, 2011 1 次提交
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由 Mr.doob 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 1 次提交
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由 Mr.doob 提交于
Minor tweaks.
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- 01 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 28 2月, 2011 3 次提交
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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
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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- 27 2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
- 25 2月, 2011 2 次提交
- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Figured out why Canvas/SVG wasn't rendering... someone changed camera.near/far to camera.zNear/zFar :P
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- 19 2月, 2011 1 次提交
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由 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
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- 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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