- 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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- 17 2月, 2011 2 次提交
- 14 2月, 2011 2 次提交
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由 alteredq 提交于
Small optimizations: skipped flattening in 3x3 matrix inversion and uploading camera position uniform only for materials where it's used.
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由 alteredq 提交于
This should affect only use cases with lots of animated objects (unlike current performance tests where object matrices are not updated).
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