1. 09 8月, 2021 1 次提交
  2. 23 7月, 2020 1 次提交
  3. 28 5月, 2020 1 次提交
  4. 26 5月, 2020 1 次提交
  5. 07 1月, 2020 1 次提交
  6. 28 9月, 2019 3 次提交
  7. 24 9月, 2019 1 次提交
  8. 04 9月, 2019 1 次提交
  9. 23 8月, 2019 1 次提交
  10. 21 8月, 2019 2 次提交
  11. 20 8月, 2019 1 次提交
  12. 16 8月, 2019 1 次提交
  13. 08 8月, 2019 1 次提交
  14. 26 7月, 2019 2 次提交
  15. 24 7月, 2019 2 次提交
  16. 31 5月, 2019 1 次提交
  17. 25 12月, 2018 1 次提交
  18. 20 11月, 2018 1 次提交
  19. 22 9月, 2017 1 次提交
  20. 21 9月, 2017 1 次提交
  21. 05 9月, 2017 1 次提交
  22. 16 11月, 2016 2 次提交
  23. 09 11月, 2016 1 次提交
    • S
      Abelnation RectAreaLight with ltc approximation (#10041) · 346f38c5
      Samuel Sylvester 提交于
      * sketch of spherical distributions with linearly transformed cosine
      
      * adding prelim example sketches for cosine dists
      
      * makeSkew method added
      
      * add polygon light sandbox example to repo for reference
      
      * formatting
      
      * notes files
      
      * adding skeleton files for area point light
      
      * debug directional light integrated into area light example page
      
      * initial AreaLightHelper functional in example
      
      * makeShape functions for Polygon and add as choices to example
      
      * annotating TODO's with name. partial work on AreaLight shader components
      
      * adding TODOs and placeholders for all places where AreaLight code needs to be added
      
      * fix typo
      
      * RectAreaLight shading works in preliminary fashion
      
      * updates to example
      
      * Preliminary RectAreaLight implementation (no shadows, no distance/decay)
      
      * Integrate RectAreaLight with MeshStandardMaterial
      
      * moving rectarealight brdf data to an example file.  rest of implementation left in place
      
      * TubeBufferGeometry: Removed invisible char (#9943)
      
      * Remove reference to THREE in IcosahedronGeometry.js (#9945)
      
      Fix broken references to THREE namespace in geometries.
      
      * Updated builds.
      
      * Updated package.json.
      
      * Resolved some issues from the first merge
      
      * Added demo from https://github.com/mrdoob/three.js/pull/9234
      Noticed that the code from @abelnation is not his latest...
      more merging to come!!!
      
      * Fixed issues from merge
      
      * Fixed issues from merge...
      webgl_lights_arealight improved
      RectAreaLightHelper update bugs fixed
      
      * Removing built js files that cause conflicts
      
      * Use FileLoader.setMimeType() from MMDLoader (#9990)
      
      * MMDPhysics improvement (#9989)
      
      * MMDPhysics improvement
      
      * Add property defined check
      
      * Shoe physic bodies in mmd example by default.
      
      * Updated builds.
      
      * Improved documentation for constants / Materials (#9993)
      
      * Improved documentation for Materials / Material (#9994)
      
      * Added defaults to docs / perspectiveCamera (#10007)
      
      * added constanst / animation (#10005)
      
      * Fixed error in <head> for Docs / AnimationAction, AnimationClip, and AnimationMixer (#10004)
      
      * Added default values for zoom, near and far properties of docs / orthographic camera (#10006)
      
      * Improved documentation for Constants / Textures (#10001)
      
      * Improved documentation for Materials / Material
      
      * Moved Texture Combine Operations to constanst / materials
      
      * updated Basic, Lambert and Phong .combine property to point to Material constant page
      
      * Improved documentation for constants / textures
      
      * Added Encoding constants to Textures constants page
      
      * Ccdik solver optimization (#10010)
      
      * Optimize CCDIKSolver
      
      * Remove lines I should have not commit
      
      * Remove lines I should have not committed
      
      * added missing toJSON method (#10020)
      
      * Added missing toJson method (#10019)
      
      * added missing toJSON method (#10018)
      
      * created documentation for VideoTexture (#10016)
      
      * Created doc for CanvasTexture (#10015)
      
      * Add CCDIKHelper (#9996)
      
      * Add CCDIKHelper
      
      * Clean up MMDPhysics.js
      
      * Fix typo
      
      * Update OBJLoader.html (#10009)
      
      Spelling correction.
      
      * Fix typo in comment (#10021)
      
      * Improved documentation for docs / Texture (#10012)
      
      * Improved documentation for docs / Texture
      
      * Removed duplicate needsUpate
      
      * Improved docs for Clock (#10008)
      
      * Created new document page Constants / Renderer (#10002)
      
      * Created constants / renderer
      
      * renamed Renderer.html to WebGLRenderer.html
      
      * Improved documentation for CompressedTexture (#10014)
      
      * AudioContext: Added getContext() and setContext().
      
      * Updated builds.
      
      * Simplified AudioContext.
      
      * Updated builds.
      
      * BufferAttribute.onUpload() clean up.
      
      * Renamed docs /constants / WebGLRenderer to Renderer (#10028)
      
      * fixes #10026 (#10027)
      
      * capture bufferAttribute.array properties at first upload (#9972)
      
      * save typed array info in attribute properties
      
      * use saved attribute properties
      
      * remove unused variable
      
      * Discard attribute typed arrays for buffered geometries that are not modified after initial rendering (#9512)
      
      * add setDiscardBuffer method to BufferGeometry
      
      * added discard support to BufferAttribute
      
      * add mechanism for discard of BufferAttribute TypedArrays
      
      * use more elegant method for creating dummy typed array.
      
      * fix typo
      
      * Update BufferGeometry.js
      
      fix brain fade
      
      * rework to use callbacks (phase 1)
      
      * rework part 2
      
      * remove build file
      
      * support setting onUploadCallback from Geometry
      
      * remove repeated calculation from renderer
      
      * remove now redundant getter
      
      * remove geoemtry interface
      
      * document discard mechanism.
      
      * merge fixes
      
      * restore return.this
      
      * drop unneeded call()
      
      * rename discard() method to disposeArray()
      
      * Improved documentation for WebGLRenderer (#10030)
      
      * added missing methods
      
      * Finished add methods
      
      * redid changed to WebGLRenderer.html
      
      * removed unused texture.sourceFile property (#10024)
      
      * glTFLoader: Removed hack. See #10024.
      
      * Updated builds.
      
      * add link to project wiki in README.md (#9987)
      
      * Added deprecated msg/fixed link (#10025)
      
      * Created documentation for DepthTexture (#10017)
      
      * Created documentation for DepthTexture
      
      * pulled upstream
      
      * added missing comma to docs/list.js
      
      * Deprecated UniformsUtils. See #8016.
      
      * Updated builds.
      
      * MeshBasicMaterial: Add support for lightMap (#9975)
      
      * Updated builds.
      346f38c5
  24. 27 7月, 2016 1 次提交
  25. 21 7月, 2016 1 次提交
    • S
      Bloom Pass - Inspired from Unreal Engine (#9351) · 22a4c763
      spidersharma03 提交于
      * Bloom Pass Inspired from Unreal
      * Extract Bright Pass
      * Mip Map blur Pass
      * Combine Pass
      
      * resize function in Bloom
      
      resize function in Bloom
      
      * Bug Fixes and a few Changes
      
      * Resize bug fix
      * changed blur filter. Need to reinvestigate, the older blur sometime
      * Changed kernel size. was too big.
      22a4c763
  26. 13 4月, 2016 1 次提交
    • B
      Add high quality rand() function to common.glsl and an example to show off the... · db765284
      Ben Houston (Clara.io) 提交于
      Add high quality rand() function to common.glsl and an example to show off the noise textures. (#8603)
      
      * create procedural glsl and an example to show off the noise textures.
      
      * add to files.js
      
      * adopt noise procedural in PMREMGenerator.
      
      * fix page title per @arose's suggestion.
      
      * more adoption of procedural.glsl
      
      * remove procedural.glsl, add a single line to common.glsl.  Update other files as needed.
      
      * cleanup shaders to use common.glsl
      
      * tabify.
      
      * avoid collapsing into a single function - @WestLangley recommendations
      
      * more adoption of tabs.
      
      * fix tabs.
      db765284
  27. 08 3月, 2016 1 次提交
  28. 01 3月, 2016 1 次提交
  29. 26 2月, 2016 1 次提交
  30. 10 2月, 2016 1 次提交
  31. 05 2月, 2016 1 次提交
  32. 04 2月, 2016 1 次提交
  33. 01 2月, 2016 1 次提交
  34. 31 1月, 2016 1 次提交