1. 02 5月, 2015 1 次提交
  2. 27 4月, 2015 2 次提交
  3. 09 4月, 2015 1 次提交
  4. 07 4月, 2015 1 次提交
    • B
      Mild glsl improvements · 50adbaa5
      Ben Adams 提交于
      Remove unneeded function calls, rearrage for fused multiply–add, remove
      excessive shader whitespace
      50adbaa5
  5. 03 4月, 2015 2 次提交
  6. 25 3月, 2015 1 次提交
  7. 24 3月, 2015 1 次提交
  8. 20 3月, 2015 3 次提交
  9. 03 3月, 2015 2 次提交
  10. 19 2月, 2015 1 次提交
  11. 04 1月, 2015 1 次提交
  12. 01 1月, 2015 1 次提交
  13. 30 12月, 2014 2 次提交
  14. 22 12月, 2014 1 次提交
  15. 20 12月, 2014 2 次提交
  16. 18 12月, 2014 3 次提交
  17. 15 12月, 2014 1 次提交
  18. 14 12月, 2014 1 次提交
  19. 18 11月, 2014 1 次提交
  20. 14 11月, 2014 1 次提交
  21. 01 9月, 2014 1 次提交
  22. 07 7月, 2014 1 次提交
  23. 26 6月, 2014 1 次提交
    • T
      Support for separate alpha map textures. · a7b2e8ee
      Ted Cipicchio 提交于
      Added support for using a separate alpha map with MeshBasicMaterial, MeshLambertMaterial, and MeshPhongMaterial, and updated the OBJ converter to set materials as transparent if an alpha map is defined.
      a7b2e8ee
  24. 25 5月, 2014 1 次提交
  25. 22 5月, 2014 1 次提交
    • I
      This commit re-introduces THREE.Skeleton to decouple bone/object transformations · 889fa9ff
      Ian Kerr 提交于
      from the transforms that bind a THREE.Skeleton to a THREE.SkinnedMesh.  This
      allows us to animate multiple THREE.SkinnedMesh instances with a single
      THREE.Skeleton.
      
      Here is a summary of the major changes:
      
      extras/helpers/SkeletonHelper.js
      * Fixed code mistakes (missing 'THREE').
      
      objects/Bone.js
      * Removed duplicate code that is already in THREE.Object3D.
      
      objects/Skeleton.js
      * Not a descendant of THREE.Object3D (previous version was).
      * Stores boneMatrices and boneTexture.
      * Independent of THREE.SkinnedMesh.
      
      objects/SkinnedMesh.js
      * Refactored boneMatrices and boneTexture related code into THREE.Skeleton.
      * Added two bind matrix modes: "attached" and "detached".
      
      renderers/WebGLRenderer.js
      renderers/webgl/WebGLProgram.js
      * Attach bindMatrix and bindMatrixInverse to shaders.
      
      renderers/shaders/ShaderChunk.js
      renderers/shaders/ShaderLib.js
      * Use bind matrices during skinning.
      889fa9ff
  26. 10 5月, 2014 1 次提交
  27. 12 3月, 2014 1 次提交
  28. 03 3月, 2014 2 次提交
  29. 28 2月, 2014 1 次提交
  30. 27 2月, 2014 1 次提交