- 09 7月, 2016 1 次提交
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由 David 提交于
* MTL Loader support for map_Ks * removed amature console log
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- 30 6月, 2016 1 次提交
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由 Mr.doob 提交于
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- 29 6月, 2016 1 次提交
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由 Mr.doob 提交于
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- 25 6月, 2016 3 次提交
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由 kilida 提交于
`value[ 1 ] === 0` is repeated. Looks like it should be `value [ 2 ] === 0` the second time.
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由 Mr.doob 提交于
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由 Enric Sala 提交于
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- 23 6月, 2016 2 次提交
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由 Mr.doob 提交于
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由 Ivo Herzig 提交于
* Adds a BVH Loader & example #5524 * bVHLoader example fixed empty mesh errors. * BVHLoader: replaced internal quaternions with THREE.Quaternion * added BVHLoader example to example files * removed arrow function notation * BVHLoader example: replaced example animation.
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- 21 6月, 2016 1 次提交
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由 sunag 提交于
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- 17 6月, 2016 1 次提交
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由 sunag 提交于
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- 14 6月, 2016 1 次提交
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由 Takahiro 提交于
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- 13 6月, 2016 1 次提交
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由 makc 提交于
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- 12 6月, 2016 1 次提交
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- 11 6月, 2016 3 次提交
- 06 6月, 2016 1 次提交
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由 Mr.doob 提交于
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- 05 6月, 2016 1 次提交
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由 Takahiro 提交于
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- 04 6月, 2016 1 次提交
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由 Mr.doob 提交于
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- 01 6月, 2016 1 次提交
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由 Mr.doob 提交于
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- 27 5月, 2016 2 次提交
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由 Mr.doob 提交于
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由 Jonne Nauha 提交于
Inherited material is overwritten if 'usemtl' declaration is encountered after the object starts but prior to next object start. Exception to this is when faces have been declared to the inherited material, to keep MultiMaterial in sync. Fixes #8792 and #8871.
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- 24 5月, 2016 1 次提交
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由 sunag 提交于
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- 22 5月, 2016 2 次提交
- 21 5月, 2016 2 次提交
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由 sunag 提交于
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由 Maximilian Beck 提交于
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- 20 5月, 2016 2 次提交
- 19 5月, 2016 1 次提交
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由 sunag 提交于
* add clone asset example ( middle click to clone ) * optimization * remove unnecessary .cullFace * unify animation mixers * Revert "unify animation mixers" This reverts commit 97872707757c5eb7d454aa481b0bf0ee44183685. * mixer.timeScale to action.setEffectiveTimeScale * fix keyframe animation loader and clampWhenFinished * removed not more necessary includes * pause mixer update after finish non-loop animation
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- 17 5月, 2016 2 次提交
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由 Nidin Vinayakan 提交于
loadParts is not passing incoming worker from parameters to load issue fixed
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由 sunag 提交于
* node material r5 + mirror nodes example * threejs.min in node material examples * sea3d update * reverted to un-minified * update mrdoob EventDispatcher.js * fix eventdispatcher update * proto defines replace by Object.assign * native script support transferred to loader * sound filters support * light intensity from sound amplitude * keep .setFilter() method * get freq amplitude average * cleanup * use THREE.AudioAnalyser to get amplitude
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- 01 5月, 2016 1 次提交
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由 tschw 提交于
* EventDispatcher: Deprecated .apply. * EventDispatcher: Removed unit test for .apply.
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- 29 4月, 2016 1 次提交
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由 Billiam 提交于
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- 21 4月, 2016 3 次提交
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由 Jonne Nauha 提交于
* MTLLoader: Deprecate setBaseUrl in favor or better named setTexturePath. Make sure MaterialCreator.baseUrl is not undefined if no path/texture path is set. * MTLLoader: Automatically resolve texture base path from .mtl source URL if not explicitly set with setPath or setTexturePath. The URL parameter to .parse(text, url) is passed in if you use .load(). For external use it is optional and preserves earlier behavior if not passed in. * MTLLoader: Use single quotes consistently. Make params object property setting easier to read. * MTLLoader: Don't overwrite already found diffuse texture like is done with bump map. This might change behavior for bad materials that define 'map_kd' multiple times. * MTLLoader: Remaining double quotes to single ticks, also in documentation. * MTLLoader: Remove auto resolving base path from .mtl source URL. Add documentation to load and other important functions. Remove now redundant call to .setBaseUrl in obj/mtl loader example. setPath is enough if the .mtl and textures have the same base path (documented). * MTLLoader: Dont break parsed texture references that are already absolute URLs. * MTLLoader: Fix doc typos. * MTLLoader: Move utility function inside the function that uses it. * MTLLoader: Use case insensitive regexp instead for abs URL checks.
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由 Jonne Nauha 提交于
* ObjLoader: Implement support for multiple materials inside a geometry/object. - Tracks material declaration occuring mid face declaration - If object has multiple materials MultiMaterial is creted and geometry groups are created. - This approach is better than splitting into separate objects: 1) we are creating as many objects the file defines (correctness) 2) The full geometry would be duplicated into two objects, afaik this uploads the geometry multiple times to the GPU (perf, i had test asset that had >400 submeshes with 1-6 geometry groups each). Fixes #8681 #8640 Updates #8203 (fixes OPs 2. point) * OBJLoader: Code cleanup and three.js style formatting.
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由 Takahiro 提交于
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- 17 4月, 2016 1 次提交
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由 Manny404 提交于
[This commit](https://github.com/mrdoob/three.js/commit/0f5e69cec8a13d9b9819565f04b5db466548538d#diff-96b1bdbd7110f611907545802eaa5805R913) changed a `url_array` to `urls` which broke the loader + example page. This patches SceneLoader to use the same naming convention in other files.
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- 13 4月, 2016 1 次提交
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由 Vitor Abner 提交于
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- 12 4月, 2016 1 次提交
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由 Niels 提交于
When Wrap Mode data is missing, fallback to Collada spec default repeated wrapping. Without this change the wrapping is clamped to edge which should not be the default behaviour.
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