1. 27 7月, 2016 9 次提交
  2. 24 7月, 2016 2 次提交
  3. 23 7月, 2016 5 次提交
  4. 22 7月, 2016 8 次提交
  5. 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
  6. 19 7月, 2016 1 次提交
  7. 18 7月, 2016 1 次提交
    • D
      DRYer texture creation for different map types (#9336) · 5ded961b
      Daniel Hritzkiv 提交于
      * DRYer texture creation for different map types
      
      Noticed there was a fair bit of repetition in each map line case. This pulls the case logic out into a reusable function
      
      This also adds support for texture parameters for specular maps as a result. (Expands on #9311 and #9308)
      
      * Change style of function declaration
      5ded961b
  8. 17 7月, 2016 1 次提交
  9. 16 7月, 2016 1 次提交
  10. 15 7月, 2016 1 次提交
  11. 14 7月, 2016 5 次提交
  12. 13 7月, 2016 2 次提交
    • C
      Options to particleNoiseTex and particleSpriteText (#9324) · 1a7d9e0b
      Claudio Gamboa 提交于
      Added support to options particleNoiseTex and particleSpriteTex. In this way it is possible to load a texture before and use it always in  all instances.  
      
      Dunno if you will agree with this pull request, but the reason to create it is because I'm using a lot of GPUParticleSystem instances and I need to improve all the requests to textures that this component is doing. 
      
      Now I just need to do: 
      ```js 
      // .... 
      var textureLoader = new THREE.TextureLoader();
      var particleNoiseTex = textureLoader.load("images/perlin-512.png");
      var particleSpriteTex = textureLoader.load("images/particle2.png");
      
      // ... 
      // each time I need to instance GPUParticleSystem 
      
      	var particleSystem = new THREE.GPUParticleSystem({
      			maxParticles: 200,
      			particleNoiseTex: particleNoiseTex, 
         			particleSpriteTex: particleSpriteTex
      		});
      // .... 
      ```
      1a7d9e0b
    • W
      Updated clippingPlanes default value in docs (#9322) · 1552dea8
      Wilt 提交于
      Updated `clippingPlanes` default value in docs
      From `[]` to `null`
      1552dea8
  13. 12 7月, 2016 1 次提交
    • J
      MTLLoader: Support for texture parameters (#9311) · dfc2b26f
      Jan Hammerschmidt 提交于
      * MTLLoader: Support for texture parameters
      
       -s u v w for scale (w is ignored)
       -o u v w for offset (w is ignored)
       -bm s for bumpmap scale
      
      * Fix positional argument to get bumpmap scale
      
      * Trim texture url to prevent trailing spaces
      
      * Fix calls to getTextureParams (pass material parameters)
      
      * Add missing 'var's
      dfc2b26f
  14. 10 7月, 2016 1 次提交
  15. 09 7月, 2016 1 次提交