- 04 6月, 2016 1 次提交
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由 Anthony BRIAND 提交于
Refs #9057 : Fix test for property existence in property binding in the case if property is a false boolean or a numeric equal to zero (#9064)
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- 03 6月, 2016 4 次提交
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由 Brian 提交于
* Upgrading BenchmarkJS to major version 2 * Added Benchmarks page * Updated old Vector3Components Benchmark * Real order * Float32 Array Benchs Added * Vector 3 Length Bench Added * Vector 3 Storage Bench Added * Deleted old benchmark pages * Added some functionality * Added Doc
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由 Alexander Rose 提交于
* added .setViewOffset method to OrthographicCamera * fixed .setViewOffset method * added .clearViewOffset method * added camera switcher to msaa_unbiased example * renamed variables * typo in docs * added doc for perspective camera .clearViewOffset * added doc for orthographic camera .set/.clearViewOffset
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由 Alex Goldring 提交于
* #8259 * Update Loader.js * Update Loader.js
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由 Mr.doob 提交于
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- 02 6月, 2016 5 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* clear coat implementation. * add physical variations to examples. * add example file for physical materials * adjust clearcoat range to 0-1 as original. * switch example color to gray from yellow.
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由 Michael Blix 提交于
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由 MrRar 提交于
See https://css-tricks.com/snippets/javascript/javascript-keycodes/ for key codes.
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- 01 6月, 2016 27 次提交
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由 Mr.doob 提交于
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由 Eli Grey 提交于
* Fixed for non-HTML documents * Replaced Image constructor with createElementNS * Merging WebGLTextures.js This didn't commit for some reason
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 razh 提交于
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由 Takahiro 提交于
* Fix Skeleton.pose() bug * Clean up THREE.Skeleton
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Sandro Martis 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* add auto-builder. * do an initial build when watching. * add include directory in build-watch. * incorporate zz85's suggestions.
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由 Mr.doob 提交于
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由 Juan Jose Luna Espinosa 提交于
* Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial * Water shader works with texture heightmap * Added GPUComputationRenderer, I'm about to test it * GPUComputationRenderer works with water simulation * Interaction with mouse * Added water viscosity, simple geometry for mouse picking * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring. * Code revisison, added comments and explanations. Inverted mouse Y coord. * Added GUI controls for some water parameters. * Commencing conversion of birds gpu demo to GPUComputationRenderer * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it. * Solved mouse bug. * Optimized smoothWater(), renamed some GPUComputationRenderer methods. * Substituted old bird gpu implementation. Preparing for new demo. * Removing old SimulationRenderer * GPU protoplanets demo started. Minor tweaks in the other demos * Starting to implement the particle demo * $th component of texture now is usable. It was the GPUComputationRenderer pass-through fragment shader. Next thing to do is use a texture that contains (vx, vy, vz, mass). * Particles already move. Next is gravity interaction. * Gravity interaction done. Next is particle collision and aggregation. * Particle collision works * Added gui * Some minor adjustments * Added the two new demos to the list of examples
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 31 5月, 2016 3 次提交
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由 aardgoose 提交于
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由 rfm1201 提交于
In the actions array of the Path, the last elements of the args array need to be the x and y of the last point of the segment added to the path. Not the case with splineThru => cause an exception if you add an other segment after the pline (without a moveTo). Used the same trick as absellipse does.
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由 Luis Arturo Pacheco 提交于
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