- 16 1月, 2013 1 次提交
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由 Mr.doob 提交于
ShaderUtils relied on ShaderChunks so this created troubles when trying to use three-canvas and three-extras. Besides, better to keep a single library of shaders.
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- 13 1月, 2013 1 次提交
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由 Rye Terrell 提交于
Change the docs to reflect the true default of the fog parameter in MeshBasicMaterial.
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- 04 1月, 2013 1 次提交
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由 Mr.doob 提交于
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- 03 1月, 2013 2 次提交
- 01 1月, 2013 1 次提交
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由 Ben Houston 提交于
Frustum.contains -> intersectsObject, containsSphere->intersectsSphere, removed Frustum.containsAnyPoints, .transform. Update unit tests accordingly.
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- 28 12月, 2012 1 次提交
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由 Mr.doob 提交于
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- 14 12月, 2012 2 次提交
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由 Mr.doob 提交于
- 05 12月, 2012 2 次提交
- 04 12月, 2012 1 次提交
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由 Ben Houston 提交于
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- 02 12月, 2012 1 次提交
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由 MiiBond 提交于
Added shadow map type definitions and replaced shadowMapSoft boolean on the renderer with shadowMapType. The default type is THREE.PCFShadowMap, which amounts to the previous default of shadowMapSoft = true. A new type, THREE.PCFSoftShadowMap will enable bilinear filtering of the shadow in the shader for smoother results.
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- 25 11月, 2012 1 次提交
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由 zz85 提交于
THREE.Path THREE.Shape THREE.CurvePath THREE.Curve THREE.SubdivisionModifier THREE.ExtrudeGeometry @sole you might be interested in the script i used to help generate this. p = new THREE.Path() for (i in p) { p.hasOwnProperty(i) && console.log('\n<h3>.' + i + '</h3>'); } console.log('-------------') for (i in p) { var pp = p[i].toString().replace(/function/,''); THREE.Path.prototype.hasOwnProperty(i) && console.log('\n<h3>.' + i + pp.substring(0, pp.indexOf('{')-1).replace(/\s+/g, ' ') + '</h3>\n<div>todo</div>' ); }
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- 15 11月, 2012 1 次提交
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由 Mr.doob 提交于
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- 11 11月, 2012 1 次提交
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由 Mr.doob 提交于
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- 07 11月, 2012 1 次提交
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由 greyscales 提交于
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- 03 11月, 2012 1 次提交
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由 Mr.doob 提交于
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- 02 11月, 2012 1 次提交
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由 Clément Boissière 提交于
Update doc with latest method names.
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- 22 10月, 2012 1 次提交
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由 jpryne 提交于
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- 15 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 13 10月, 2012 1 次提交
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由 vladikoff 提交于
**r49** moved MarchingCubes to examples
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- 28 9月, 2012 6 次提交
- 27 9月, 2012 1 次提交
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由 sole 提交于
Using the full THREE.LineStrip and THREE.LinePieces constants in the docs as it makes it more explicit and avoids guessing (is it a String? is it a constant?)
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- 14 9月, 2012 1 次提交
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由 sole 提交于
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- 11 9月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 9月, 2012 1 次提交
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由 jpryne 提交于
Greets, A first attempt at assisting in completion the API documentation. Please advise: @jackpryne Si ya hay documentacion Española, yo puedo transcribir al Ingles.
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- 22 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 18 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 17 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 16 8月, 2012 1 次提交
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由 libra guest 提交于
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- 15 8月, 2012 1 次提交
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由 alteredq 提交于
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- 14 8月, 2012 2 次提交
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由 Mr.doob 提交于
I find dark background intimidating. Specially for newcomers.
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由 AlteredQualia 提交于
Testing editing via GitHub interface
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- 10 8月, 2012 1 次提交
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由 maximeq 提交于
isZero actually checks the squared length against the "small epsilon". 0.0001 = 0.01² so the function will return true for a length < 0.01. By the way if there is a good reason for a so limited accuracy it should be given here in the doc (or maybe even in the code).
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