- 03 10月, 2017 1 次提交
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由 WestLangley 提交于
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- 27 5月, 2017 1 次提交
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由 Mr.doob 提交于
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- 23 5月, 2017 1 次提交
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由 Mr.doob 提交于
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- 13 3月, 2017 2 次提交
- 10 3月, 2017 1 次提交
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由 Mugen87 提交于
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- 25 6月, 2016 1 次提交
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由 WestLangley 提交于
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- 11 4月, 2016 1 次提交
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由 Mr.doob 提交于
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- 19 3月, 2016 1 次提交
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由 WestLangley 提交于
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- 18 1月, 2016 1 次提交
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由 Mugen87 提交于
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- 23 12月, 2014 1 次提交
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由 Ben Houston 提交于
remove material.ambient from everything per discussion here: https://github.com/mrdoob/three.js/pull/5741#issuecomment-67893202
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- 16 12月, 2014 1 次提交
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由 Mr.doob 提交于
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- 04 1月, 2014 1 次提交
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由 Mr.doob 提交于
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- 14 7月, 2013 1 次提交
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由 Mr.doob 提交于
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- 03 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 29 9月, 2012 2 次提交
- 15 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 8月, 2012 1 次提交
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由 alteredq 提交于
Not really sure what to do with UVs for remaining geometries - they are either quite arbitrary or anyways not working well so far. Also did some housekeeping for more geometry examples.
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- 04 8月, 2012 2 次提交
- 15 6月, 2012 1 次提交
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由 alteredq 提交于
Fixed FirstPersonControls not handling resizing. Fixed some more examples not handling resizing / zero sized window. See #2062. This is tiring :S
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- 30 4月, 2012 1 次提交
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由 Xueqiao Xu 提交于
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- 21 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 19 1月, 2012 2 次提交
- 15 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 20 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 10月, 2011 1 次提交
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由 alteredq 提交于
Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays). Some casualties: - multi-materials example, this functionality isn't possible anymore - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials) - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case) - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before) Other renderers and their corresponding examples were not touched yet. WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
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- 18 10月, 2011 1 次提交
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由 alteredq 提交于
Removed diffuse color influence on ambient term in Phong. This was causing texture disappearance when diffuse color was black. Made Lambert more similar to Phong: now it also has ambient color parameter. Before ambient light was affecting Lambert as if ambient color was always 0xffffff.
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
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- 04 10月, 2011 2 次提交
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由 Mr.doob 提交于
I could have just used `lookAt( scene.position )`, but eventually I would like to have Scene not extending Object3D.
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由 Mr.doob 提交于
* Camera is now a base object. PerspectiveCamera should be used instead. Figured out a way to show a warning when misused. * OrthoCamera is now OrthographicCamera. * Removed `target` from Camera. Misc * Renamed Trident to Axes.
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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras. Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
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