- 17 7月, 2015 2 次提交
- 11 11月, 2014 1 次提交
-
-
由 Elisée Maurer 提交于
Fixes #5570
-
- 26 11月, 2012 3 次提交
-
-
由 alteredq 提交于
Before base class attributes that weren't in the constructors were not cloned properly in derived classes.
-
由 alteredq 提交于
This is needed for handling manually created non-power-of-2 or small RGB DataTextures. It corresponds to GL_UNPACK_ALIGNMENT parameter in glPixelStorei: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml
-
由 alteredq 提交于
Warning: this doesn't work with RGB textures (3 bytes per pixel) because of default 4 byte alignment requirement deeper in WebGL / OpenGL layer. Uploading smaller mipmap levels gets these GL errors: "ArrayBufferView not big enough for request with UNPACK_ALIGNMENT > 1" It works ok with RGBA textures (4 bytes per pixel). Seems this could also explain why 1 pixel RGB DataTextures were failing sometimes.
-
- 22 11月, 2012 1 次提交
-
-
由 alteredq 提交于
Unfortunately we can't keep these settings always on: without "--jscomp_off=checkTypes" the amount of spam is just too crazy. It complains about tons of normal things, I had to manually dig out few useful warnings among 900 irrelevant ones.
-
- 26 6月, 2012 1 次提交
-
-
由 Mr.doob 提交于
-
- 11 12月, 2011 1 次提交
-
-
由 alteredq 提交于
As per @toji's "don't lie to WebGL about your format" recommendations in WebGL Camp 4 talk (http://media.tojicode.com/webglCamp4/#19).
-
- 02 9月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 29 8月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
-
- 03 8月, 2011 1 次提交
-
-
由 alteredq 提交于
DataTexture can be used in the same places like image / video based Texture (WebGLRenderer-only). To be used like this: var width = 64, height = 64, bytes = 3; var data = new Uint8Array( width * height * bytes ); // fill data array with values 0 .. 255 var texture = DataTexture( data, width, height, THREE.RGBFormat ); texture.needsUpdate = true; For the moment only UNSIGNED_BYTE type is supported.
-