- 11 9月, 2011 2 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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由 alteredq 提交于
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- 10 9月, 2011 6 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Also shortened a life cycle for particles in shapes example. Still it gets about 10 fps slower with time :/
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
No need to computer Beckmann texture every frame, once is enough.
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由 alteredq 提交于
Added renderer.getClearAlpha. Extended RenderPass to be able to use custom alpha clear. Fixed UVs in UTF8Loader.
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- 09 9月, 2011 6 次提交
- 08 9月, 2011 7 次提交
- 07 9月, 2011 4 次提交
- 06 9月, 2011 12 次提交
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由 Mr.doob 提交于
Fixed GeometryUtils.merge (normals and centroids weren't being multiplied) Fixed misc_lookat and misc_ubiquity_test examples.
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
This allows, for example, better integration of additively blended materials with a regular scene. Not to be confused with depthTest (which controls complete access to depth buffer, including reading). Also messed up a bit with particle emitter example.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Simplified `Trident`. Added `setX`, `setY`, `setZ` methods to `Vector3`. They're handy for oneliners (see `CylinderGeometry`).
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由 Mr.doob 提交于
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- 05 9月, 2011 3 次提交