- 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 2 次提交
- 30 10月, 2011 4 次提交
- 29 10月, 2011 1 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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- 28 10月, 2011 1 次提交
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- 25 10月, 2011 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Actually, this would break cameras added as childs of objects, reverting. So there is no clear and simple way to handling multiple scenes unfortunatelly. Encouraging `scene.add( camera )` seems like the right thing to do then, less problems.
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由 Mr.doob 提交于
Actually, I think this can be handled magically instead of requiring understanding of the concept that the camera is part of the scenegraph. While I was at it, I fixed it so you can use a camera for rendering different scenes (the renderer will add it and remove from each scene graph) .
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- 24 10月, 2011 2 次提交
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由 Mr.doob 提交于
It's going to be handy for the WebGLRenderer (__webglObjects)
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由 alteredq 提交于
I had to resurrect parts of old code (keeping track of scene graph changes). Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps). Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
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- 23 10月, 2011 3 次提交
- 21 10月, 2011 2 次提交
- 16 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 10月, 2011 2 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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由 Marcel Jackwerth 提交于
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- 14 10月, 2011 3 次提交
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由 Marcel Jackwerth 提交于
Always use shortest path for Quaternion.slerp (also see: http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ Other Issues, Inverting Quaternions)
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由 alteredq 提交于
Got tired of redoing deltas all the time. Not sure about API or implementation details, but so far seems to be useful. In future, we could for example have clocks that are slower / faster than realtime, or fixed step based.
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由 alteredq 提交于
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- 13 10月, 2011 1 次提交
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由 alteredq 提交于
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- 12 10月, 2011 1 次提交
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由 alteredq 提交于
Do not merge, this is very experimental, not sure about correctness, also tons of unsolved things.
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- 09 10月, 2011 5 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Maybe a bit too early, but just want to see that code clean and simple...
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* The new system allow us to add lights and cameras as children of any object without hacks. * The Camera needs to be added to a Scene. If the Camera has no parent it's added to the Scene being renderer automatically. * I'll work on implementing this into the WebGLRenderrer tomorrow (gonna be a looong day... ).
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由 Mr.doob 提交于
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- 08 10月, 2011 1 次提交
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由 Mr.doob 提交于
Now `Camera` can use inherited `update()`
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- 07 10月, 2011 1 次提交
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由 Mr.doob 提交于
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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 5 次提交
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由 Justin Sermeno 提交于
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由 Justin Sermeno 提交于
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由 Justin Sermeno 提交于
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由 Justin Sermeno 提交于
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由 Justin Sermeno 提交于
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