1. 21 11月, 2016 1 次提交
  2. 20 11月, 2016 1 次提交
  3. 03 11月, 2016 1 次提交
  4. 21 10月, 2016 1 次提交
  5. 22 7月, 2016 2 次提交
  6. 02 7月, 2014 1 次提交
  7. 28 6月, 2014 1 次提交
  8. 26 6月, 2014 1 次提交
    • T
      Support for separate alpha map textures. · a7b2e8ee
      Ted Cipicchio 提交于
      Added support for using a separate alpha map with MeshBasicMaterial, MeshLambertMaterial, and MeshPhongMaterial, and updated the OBJ converter to set materials as transparent if an alpha map is defined.
      a7b2e8ee
  9. 27 5月, 2014 1 次提交
  10. 22 5月, 2014 1 次提交
    • I
      This commit re-introduces THREE.Skeleton to decouple bone/object transformations · 889fa9ff
      Ian Kerr 提交于
      from the transforms that bind a THREE.Skeleton to a THREE.SkinnedMesh.  This
      allows us to animate multiple THREE.SkinnedMesh instances with a single
      THREE.Skeleton.
      
      Here is a summary of the major changes:
      
      extras/helpers/SkeletonHelper.js
      * Fixed code mistakes (missing 'THREE').
      
      objects/Bone.js
      * Removed duplicate code that is already in THREE.Object3D.
      
      objects/Skeleton.js
      * Not a descendant of THREE.Object3D (previous version was).
      * Stores boneMatrices and boneTexture.
      * Independent of THREE.SkinnedMesh.
      
      objects/SkinnedMesh.js
      * Refactored boneMatrices and boneTexture related code into THREE.Skeleton.
      * Added two bind matrix modes: "attached" and "detached".
      
      renderers/WebGLRenderer.js
      renderers/webgl/WebGLProgram.js
      * Attach bindMatrix and bindMatrixInverse to shaders.
      
      renderers/shaders/ShaderChunk.js
      renderers/shaders/ShaderLib.js
      * Use bind matrices during skinning.
      889fa9ff
  11. 10 5月, 2014 3 次提交
  12. 12 3月, 2014 1 次提交
  13. 09 3月, 2014 1 次提交
  14. 04 3月, 2014 2 次提交
  15. 26 2月, 2014 1 次提交
  16. 18 2月, 2014 1 次提交
  17. 30 1月, 2014 1 次提交
  18. 28 1月, 2014 1 次提交
  19. 04 1月, 2014 1 次提交
  20. 22 11月, 2013 3 次提交
  21. 26 9月, 2013 1 次提交
  22. 21 8月, 2013 2 次提交
    • I
      Fixes const error in shader. · b9544bbe
      Ian Kerr 提交于
      b9544bbe
    • I
      This commit fixes a skinning bug that occurs when two or more SkinnedMesh... · 308d0aee
      Ian Kerr 提交于
      This commit fixes a skinning bug that occurs when two or more SkinnedMesh objects share a common material and have bone textures of different sizes.  Currently, bone texture sizes are hard coded into the shader program, requiring the program to be re-built when the bone texture size changes; however, the current implementation does not handle this correctly, which can lead to the shader accessing incorrect bone transforms.
      
      This commit uses two uniforms to store the bone texture dimensions.  These uniforms are updated as needed, eliminating the need to re-build the shader and fixing the bug.
      308d0aee
  23. 05 4月, 2013 1 次提交
  24. 02 4月, 2013 1 次提交
  25. 19 3月, 2013 1 次提交
  26. 16 1月, 2013 4 次提交
  27. 11 12月, 2012 1 次提交
  28. 04 12月, 2012 1 次提交
  29. 02 12月, 2012 1 次提交
    • M
      Added shadow map type definitions and replaced shadowMapSoft boolean on the... · 0c899e05
      MiiBond 提交于
      Added shadow map type definitions and replaced shadowMapSoft boolean on the renderer with shadowMapType. The default type is THREE.PCFShadowMap, which amounts to the previous default of shadowMapSoft = true. A new type, THREE.PCFSoftShadowMap will enable bilinear filtering of the shadow in the shader for smoother results.
      0c899e05
  30. 29 11月, 2012 1 次提交
    • M
      Moved bilinear filtering of shadow maps into the shader. Previously, the... · 7bbfe699
      MiiBond 提交于
      Moved bilinear filtering of shadow maps into the shader. Previously, the filtering on the shadowmap was set to linear outside of the shader and this doesn't work for filtering a depth comparison. For PCF, the filtering needs to be done post-depth-comparison. i.e. in the shader.
      7bbfe699