- 11 12月, 2019 4 次提交
- 10 12月, 2019 7 次提交
-
-
由 WestLangley 提交于
-
由 Mr.doob 提交于
NodeMaterial: missing attributes in type definition
-
由 Mr.doob 提交于
Default Normal Shader: transform tangents with modelViewMatrix
-
由 Mr.doob 提交于
WebGLRenderer: Remove gammaInput.
-
由 Mr.doob 提交于
Docs: Update HTML Snippet colors for dark mode
-
由 Garrett Johnson 提交于
-
由 Mugen87 提交于
-
- 09 12月, 2019 5 次提交
-
-
由 WestLangley 提交于
-
由 Mr.doob 提交于
Editor: Add PLYExporter.
-
由 Mr.doob 提交于
BufferGeometryUtils: Make computeTangents() more robust
-
由 Mr.doob 提交于
Update docs to reflect aoMap/lightMap matrix support.
-
由 Mugen87 提交于
-
- 08 12月, 2019 7 次提交
-
-
由 martinRenou 提交于
-
由 WestLangley 提交于
-
由 WestLangley 提交于
continuation of #18098
-
由 Arseny Kapoulkine 提交于
We now transform UV2 using the matrix from aoMap/lightMap so docs don't need to state that we don't support that anymore.
-
由 Mr.doob 提交于
GLTFLoader: Cache default material in the same way as we do for other materials
-
由 Mr.doob 提交于
Clean up lgtm alerts.
-
由 Mugen87 提交于
-
- 07 12月, 2019 17 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Implement support for texture matrix for uv2
-
由 Arseny Kapoulkine 提交于
Before this change, we only supported one texture matrix for the material that was applied to uv data based on the first texture, in priority order, that needed it. This change adds equivalent support for uv2 - we now transform second UV channel with a second UV transform that is grabbed from aoMap or lightMap (that are the only two textures using it atm). This fixes glTF rendering for files that use KHR_texture_transform on the occlusion texture, including ones produced by gltfpack.
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Examples: remove TerrainShader
-
由 WestLangley 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
BufferGeometry: properly transform normals and tangents
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
FBXLoader: correctly apply normal matrix to attribute
-
由 Mr.doob 提交于
GLTFLoader: Clean up UV set messages
-