- 19 11月, 2011 1 次提交
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由 alteredq 提交于
"Fixed typos in Matrix4's transpose() and getInverse()" https://github.com/AddictArts/three.js/commit/62d2560b3c7b9868fc25f628c4022448aaff6b00
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- 17 11月, 2011 5 次提交
- 16 11月, 2011 1 次提交
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由 alteredq 提交于
Hope so. There is now just a single scene graph update per frame render (plus some extra one-shot updates if light cameras are auto-added to scene graph).
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- 14 11月, 2011 2 次提交
- 13 11月, 2011 1 次提交
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由 Lars Huttar 提交于
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- 12 11月, 2011 3 次提交
- 11 11月, 2011 1 次提交
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由 zz85 提交于
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- 07 11月, 2011 2 次提交
- 05 11月, 2011 2 次提交
- 04 11月, 2011 3 次提交
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由 alteredq 提交于
This is supposed to be more efficient as per Apple OpenGL ES recommendations: http://developer.apple.com/library/ios/#documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/TechniquesForWorkingWithTextureData/TechniquesForWorkingWithTextureData.html Also we have been generating mipmaps twice for render targets.
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由 alteredq 提交于
It was quite a pain - ArrayBuffers / Typed Arrays are fussy about byte alignment - but seems to be worth it. Parsing times are down (modest gains for small objects / Firefox, bigger gains for large objects / Chrome, performance gains from 10% - 200%). Also as a positive side effect, changing interleaved face arrays into uniform arrays seems to have helped a bit with gzip compression (about 6% smaller size for gzipped 526K Lucy).
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由 Mr.doob 提交于
Proper IcosahedronGeometry next...
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- 03 11月, 2011 3 次提交
- 31 10月, 2011 3 次提交
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由 Daniel Ribeiro 提交于
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由 alteredq 提交于
Also manually fixed buffalo model and test scene to be valid JSONs.
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由 alteredq 提交于
Work-in-progress => do not merge yet. OBJ converter, JSONLoader, BinaryLoader and some examples are done. Still need to do Blender exporter, SceneLoader and more examples. Advantages: - faster parse times - bypass array initializer size limit in Firefox - no more crashes in Chrome 15 (caused by too many concurrently active workers) Disadvantages: - more browser UI freezing - multiple models tend to appear all at once with the last one (instead of popping up progressively)
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- 30 10月, 2011 4 次提交
- 29 10月, 2011 8 次提交
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由 Mr.doob 提交于
Removed some clone() calls while still keeping the code somewhat pretty.
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由 Mr.doob 提交于
So we can set it to lowp for mobile devices if needed.
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由 alteredq 提交于
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由 alteredq 提交于
Not sure what was that supposed to be for, we didn't have a single use case.
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由 alteredq 提交于
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由 alteredq 提交于
Also fixed RTT example, it was affected by unlit Lambert change.
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由 alteredq 提交于
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由 alteredq 提交于
Zombies now look correct. Though still getting undebuggable random crashes in Chrome with ro.me animals demo :S
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- 28 10月, 2011 1 次提交
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由 alteredq 提交于
Mostly just shuffling code around to have more organized "big picture" view.
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