- 16 8月, 2021 1 次提交
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由 Mr.doob 提交于
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- 13 8月, 2021 1 次提交
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由 Mugen87 提交于
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- 12 8月, 2021 2 次提交
- 05 8月, 2021 2 次提交
- 30 7月, 2021 3 次提交
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由 WestLangley 提交于
* Clean up * Update screenshot
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由 Takahiro 提交于
* MeshPhysicalMaterial: Fix refraction * Update screenshot
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由 Mr.doob 提交于
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- 29 7月, 2021 1 次提交
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由 Mr.doob 提交于
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- 28 7月, 2021 3 次提交
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由 Takahiro 提交于
* Add specularStrength and specular to MeshPhysicalMaterial * GLTFLoader: Add KHR_materials_specular support * Add specularStrength and specular to GUI in webgl_materials_physical_transmission example * Update webgl_loader_gltf_transmission example * Update example screenshot * MeshPhysicalMaterial: Rename specularStrength and specular to specularIntensity and specularTint
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由 Mr.doob 提交于
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由 SxP 提交于
* Add 4 eye charts to demonstrate the effects of mipmaps on text. * Add a GUI to demonstrate interacting with layers. * Improve info text and add more comments. * Add a preview screenshot. Tested: * Oculus Quest 2 shows layers properly. * Chrome on Windows shows error message. Co-authored-by: NSameer Padala <sameer@padalas.net>
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- 27 7月, 2021 1 次提交
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由 Mr.doob 提交于
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- 26 7月, 2021 2 次提交
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
* WebGLRenderer: Integrate PMREM * Examples: Update screenshot.
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- 16 7月, 2021 1 次提交
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由 Mr.doob 提交于
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- 13 7月, 2021 1 次提交
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由 Takahiro 提交于
* GLTFLoader: Add KHR_materials_volume and KHR_materials_ior extensions support * Update example screenshot
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- 30 6月, 2021 2 次提交
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由 Rik Cabanier 提交于
* Add preliminary support for WebXR Layers * WebXR Layers: rename sample * Resolve merge conflicts for WebXR Layers * Update WebXRManager.js Clean up. * Update webxr_vr_layers.html Correct title. Co-authored-by: NRik Cabanier <cabanier@fb.com> Co-authored-by: NMichael Herzog <michael.herzog@human-interactive.org>
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由 Mr.doob 提交于
* TransformControls: Redesigned translation/scale modes and increased line thickness * Editor: Pass devicePixelRatio to TransformControls * Examples: Pass devicePixelRatio to TransformControls * Examples: Clean up * TransformControls: Fixed lineGeometry2 * Revert "Editor: Pass devicePixelRatio to TransformControls" This reverts commit 8d8a26bdc739f3ba8902f6a571371fa98d5735de. * Revert "Examples: Pass devicePixelRatio to TransformControls" * TransformControls: "Backwards compatible" size * Updated example screenshots
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- 21 6月, 2021 1 次提交
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由 WestLangley 提交于
* Clean up * Update screenshot
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- 19 6月, 2021 1 次提交
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由 WestLangley 提交于
* Clean up * Update screenshot * Clean up * Update screenshot
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- 16 6月, 2021 1 次提交
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由 Takahiro 提交于
* Improve MeshPhysicalMaterial transmission * Update screenshots * WebGLRenderer: Use HalfFloatType for transmissionRenderTarget * Update screenshots
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- 10 6月, 2021 1 次提交
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由 Mr.doob 提交于
* WebGLRenderer: Render doublesided in two calls * Examples: Updated webgl_buffergeometry_instancing screenshot * WebGLRenderer: Only draw transparent doublesided with two calls.
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- 07 6月, 2021 1 次提交
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由 bill42362 提交于
* Add prototype of MMDToonMaterial. * Try to use ShaderMaterial to simulate MeshToonMaterial. * Done simulate MeshToonMaterial with ShaderMaterial. * Clean up MMDToonMaterial. * Add envMap uniforms. * Enable merge gradient map with phong material but got warning. * Enable specular and shininess in MMDToonMaterial. * Done combining Phong/Toon/Matcap materials. * Pre PR chores. * fix typos. * Set color to diffuse uniform. * Update e2e test screenshots. * Set .shininess to original and cut half irradiance. * Remove dotNL from irradiance and update screenshots. * Fix with PR comments. * Modify maps file name storing position. * Clean extra code. * Update comment and use setter/getters to improve compatibility. * Simplify defineProterties with defineProterty. * Improve exposing property pattern. * Simplify defineProterties with defineProterty.
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- 04 6月, 2021 1 次提交
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由 Mr.doob 提交于
* Updated puppeteer to 10.0.0 * Updated webgl2_multisampled_renderbuffers screenshot. * e2e: Ignore webgl_loader_imagebitmap * e2e: Ignore webgpu_lights_custom * e2e: Updated webgl_video_panorama_equirectangular screenshot.
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- 02 6月, 2021 1 次提交
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由 Michael Herzog 提交于
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- 27 5月, 2021 3 次提交
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由 Mr.doob 提交于
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由 Johnathon Selstad 提交于
* Add Kooima's Generalized Projection Matrix Formulation Addresses Issue #5381 This PR adds an implementation for Kooima's Generalized Projection Matrix Formulation, better known as "the way CAVE rendering works". In a nutshell, it sets the `projectionMatrix` frustum to exactly frame an arbitrary rectangle. This is a key operation in rendering portals, CAVEs, and certain kinds of projection based effects. I find myself porting and reporting this function wherever I go because it's so darn useful. I'm not certain that this is the right place in the codebase for it, but I'd really love for three.js to have a working implementation for people to use. Here's a video I made years ago that utilizes the formulation: https://www.youtube.com/watch?v=90kHhOUzeQc&t=1s * Switch to const * Add Portal Example
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由 Takahiro 提交于
* Improve Metallic Transmission shader * Update example screenshots
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- 26 5月, 2021 1 次提交
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由 Takahiro 提交于
* Imptove MeshPhysicalMaterial transmission support * Add webgl_loader_gltf_transmission example * Update webgl_materials_physical_transmission screenshot * Dispose transmissionRenderTarget in WebGLRenderer.dispose() * Remove _transmissionSamplerMap from MeshPhysicalMaterial * Fix transmissionMap * Remove unnecessary sRGB-Linear conversion from transmission shader * Improve transmission shaders * Add more parameters to webgl_materials_physical_transmission example * Update screenshot
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- 21 5月, 2021 1 次提交
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由 Michael Herzog 提交于
* WebGPURenderer: Add support for alphaTest. * Examples: Update screenshot. * WebGPUUniformsGroup: Fix alignment bug.
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- 20 5月, 2021 2 次提交
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由 Michael Herzog 提交于
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由 VBT-YTokan 提交于
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- 11 5月, 2021 2 次提交
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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- 06 5月, 2021 3 次提交
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由 Tianrui "Felix" Zhang 提交于
* Adding advanced hand examples * Update samples with ECSY implementation * Fix hands examples broken by the recent oculus WebXR Hands API change * Replace fbx hand models with glb * Generate screenshots for new examples * Clean up in Text2D.js * Clean up in Text2D.js * Update XRHandModelFactory and OculusHandModel to fetch hand model from webxr input profile cdn
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由 Mr.doob 提交于
* MRT clean up * Updated files.json * Added mrt tag for webgl2_multiple_rendertargets
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由 Takahiro 提交于
* MRT Support * Add MRT example * Rename AttachnemtsNum to NumAttachments * Reflect the review comments to webgl2_mrt.html * Define texture parameter via WebGLMultiRenderTarget constructor in MRT example * Minor clean up * Fix setupFrameBufferTextre(). Use texture.format/type instead of renderTarget.texture's * Use module in MRT example * Replace var with let or const * Replace ShaderMaterial with RawShaderMaterial for MRT example * Fix formatting * Fix for lint * Add MRT example screenshot * Reflect the review comments for WebGLMultiRenderTarget * Rename .textures to .texture in WebGLMultiRenderTarget * WebGLMultiRenderTarget: Remove setCount() * WebGLMultiRenderTarget: Method chain * WebGLMultiRenderTarget: More proper setTexture() and copy() * WebGLCapabilities: Use extensions.has() instead of .get() * WebGLMultiRenderTarget: Remove setTexture() * Rename WebGLMultiRenderTarget to WebGLMultipleRenderTargets
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- 05 5月, 2021 1 次提交
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由 Michael Herzog 提交于
* Examples: Slightly refactor FXAA demo. * Update screenshot.
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