- 15 3月, 2019 3 次提交
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由 Olli Etuaho 提交于
Now the same geometry and camera are shared between full-screen quad instances. A mesh is still created for each full-screen quad instance since that avoids repeatedly setting the material on the mesh in cases where a pass only needs one material.
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由 Olli Etuaho 提交于
The quad can be passed to renderer.render() directly without being a part of a scene.
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由 Olli Etuaho 提交于
This deduplicates a lot of code that used to be the same in a lot of postprocessing passes.
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- 22 2月, 2019 1 次提交
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由 Jiulong Hu 提交于
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- 30 1月, 2019 1 次提交
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由 Mugen87 提交于
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- 28 1月, 2019 1 次提交
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由 Olli Etuaho 提交于
"Delta" is generally used to just mean change. The previous name didn't make it clear what was changing. Also calculate deltaTime automatically in EffectComposer in case it's not provided.
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- 22 1月, 2019 1 次提交
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由 Mugen87 提交于
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- 14 1月, 2019 1 次提交
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由 Marc-Sefan Cassola 提交于
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- 20 11月, 2018 1 次提交
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由 Mugen87 提交于
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- 17 11月, 2018 2 次提交
- 14 11月, 2018 1 次提交
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由 Mugen87 提交于
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- 25 8月, 2018 1 次提交
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由 Mugen87 提交于
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- 29 8月, 2017 1 次提交
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由 Tentone 提交于
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- 28 8月, 2017 1 次提交
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由 Tentone 提交于
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