1. 03 10月, 2017 1 次提交
  2. 27 5月, 2017 1 次提交
  3. 23 5月, 2017 1 次提交
  4. 13 3月, 2017 2 次提交
  5. 10 3月, 2017 1 次提交
  6. 25 6月, 2016 1 次提交
  7. 11 4月, 2016 1 次提交
  8. 19 3月, 2016 1 次提交
  9. 18 1月, 2016 1 次提交
  10. 23 12月, 2014 1 次提交
  11. 16 12月, 2014 1 次提交
  12. 04 1月, 2014 1 次提交
  13. 14 7月, 2013 1 次提交
  14. 03 10月, 2012 1 次提交
  15. 29 9月, 2012 2 次提交
  16. 15 8月, 2012 1 次提交
  17. 10 8月, 2012 1 次提交
    • A
      Unflipped UVs for TorusGeometry. · 26fc6dd6
      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.
      26fc6dd6
  18. 04 8月, 2012 2 次提交
  19. 15 6月, 2012 1 次提交
  20. 30 4月, 2012 1 次提交
  21. 21 4月, 2012 1 次提交
  22. 19 1月, 2012 2 次提交
  23. 15 1月, 2012 1 次提交
    • M
      r47 · 32b581f2
      Mr.doob 提交于
      32b581f2
  24. 27 12月, 2011 1 次提交
  25. 29 11月, 2011 1 次提交
  26. 20 11月, 2011 1 次提交
  27. 05 11月, 2011 1 次提交
  28. 23 10月, 2011 1 次提交
  29. 21 10月, 2011 1 次提交
    • A
      All WebGL examples working with array-less materials. · 81b60ea2
      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.
      81b60ea2
  30. 18 10月, 2011 1 次提交
    • A
      Changed ambient handling for Phong and Lambert materials. · 9968b7dc
      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.
      9968b7dc
  31. 15 10月, 2011 1 次提交
  32. 06 10月, 2011 1 次提交
  33. 05 10月, 2011 1 次提交
  34. 04 10月, 2011 2 次提交
    • M
      Added a handy "center" to Scene. · 0995bc43
      Mr.doob 提交于
      I could have just used `lookAt( scene.position )`, but eventually I would like to have Scene not extending Object3D.
      0995bc43
    • M
      Started doing Camera changes. · 5d96f15b
      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.
      5d96f15b
  35. 02 10月, 2011 1 次提交
    • M
      Fixed the rest of the examples. · ad31ff12
      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.
      ad31ff12