1. 19 11月, 2011 1 次提交
  2. 17 11月, 2011 2 次提交
  3. 30 10月, 2011 4 次提交
  4. 29 10月, 2011 1 次提交
  5. 28 10月, 2011 1 次提交
  6. 25 10月, 2011 3 次提交
    • M
      Fixed bug in Ray's pointInFace3. · 1f7838a9
      Mr.doob 提交于
      1f7838a9
    • M
      Reverting again · 5916682e
      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.
      5916682e
    • M
      Reverting my thought · 13e4f78a
      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)	.
      13e4f78a
  7. 24 10月, 2011 2 次提交
    • M
      Adding RenderableObject once again. · af2919bc
      Mr.doob 提交于
      It's going to be handy for the WebGLRenderer (__webglObjects)
      af2919bc
    • A
      Got WebGLRenderer working again. · 408c82d3
      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.
      408c82d3
  8. 23 10月, 2011 3 次提交
  9. 21 10月, 2011 2 次提交
  10. 16 10月, 2011 1 次提交
  11. 15 10月, 2011 2 次提交
  12. 14 10月, 2011 3 次提交
  13. 13 10月, 2011 1 次提交
  14. 12 10月, 2011 1 次提交
  15. 09 10月, 2011 5 次提交
  16. 08 10月, 2011 1 次提交
  17. 07 10月, 2011 1 次提交
  18. 06 10月, 2011 1 次提交
  19. 05 10月, 2011 5 次提交