- 19 5月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
* fix buggy prototype usage in Pass derived classes. * remove constructors as suggested by @mrdoob * fix MaskPass's prototype.
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- 18 5月, 2016 2 次提交
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
* WebGLState: Enhance API for Masking * WebGLState: Update API for masking * WebGLState: Refactoring Buffers * WebGLState: Correct format * WebGLState: More Refactoring * WebGLState: Renaming Buffer Methods and Properties
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- 17 5月, 2016 2 次提交
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由 Nidin Vinayakan 提交于
loadParts is not passing incoming worker from parameters to load issue fixed
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由 sunag 提交于
* node material r5 + mirror nodes example * threejs.min in node material examples * sea3d update * reverted to un-minified * update mrdoob EventDispatcher.js * fix eventdispatcher update * proto defines replace by Object.assign * native script support transferred to loader * sound filters support * light intensity from sound amplitude * keep .setFilter() method * get freq amplitude average * cleanup * use THREE.AudioAnalyser to get amplitude
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- 15 5月, 2016 3 次提交
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由 Mr.doob 提交于
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由 SUNAG 提交于
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由 Ben Houston (Clara.io) 提交于
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- 14 5月, 2016 2 次提交
- 09 5月, 2016 1 次提交
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由 Michael Herzog 提交于
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- 08 5月, 2016 1 次提交
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由 tschw 提交于
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- 04 5月, 2016 1 次提交
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由 chris van wiemeersch 提交于
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- 03 5月, 2016 3 次提交
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由 Raoul v. R 提交于
* Examples: use .texture of input render targets. * Assign null instead of undefined.
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由 Daniel Nienhaus 提交于
* Blender exporter: use the right bones for POSE and REST mode #6050 * re-enable REST export * Revert: fixed skinned mesh export (362cb796); this actually breaks export of individual models * add support for JSONLoader to BlendCharacter (copied from c32f31a5) * renamed loadObject to load again in BlendCharacter
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由 Brian Chirls 提交于
- Use unprefixed Fullscreen API in `VREffect` if available #8568 - Prevent over-writing of backup value for pixel ratio #8776
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- 02 5月, 2016 1 次提交
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由 makc 提交于
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- 01 5月, 2016 2 次提交
- 29 4月, 2016 1 次提交
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由 Billiam 提交于
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- 27 4月, 2016 1 次提交
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由 Brian Chirls 提交于
* Fix VREffect support for webvr-polyfill (#8712) - correctly set `isPresenting` in full screen mode - webvr-polyfill fires fullscreenchange in VR mode - fix needed for setting main window to full screen while presenting * Code clean-up (#8748, #8712) - Added parentheses to clarify per @mrdoob - More spaces - cast `isPresenting` to boolean * Check if vrHMD is undefined (#8748, #8712)
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- 25 4月, 2016 1 次提交
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由 Mr.doob 提交于
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- 22 4月, 2016 1 次提交
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由 Scott Garner 提交于
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- 21 4月, 2016 5 次提交
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由 mlknz 提交于
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由 Jonne Nauha 提交于
* MTLLoader: Deprecate setBaseUrl in favor or better named setTexturePath. Make sure MaterialCreator.baseUrl is not undefined if no path/texture path is set. * MTLLoader: Automatically resolve texture base path from .mtl source URL if not explicitly set with setPath or setTexturePath. The URL parameter to .parse(text, url) is passed in if you use .load(). For external use it is optional and preserves earlier behavior if not passed in. * MTLLoader: Use single quotes consistently. Make params object property setting easier to read. * MTLLoader: Don't overwrite already found diffuse texture like is done with bump map. This might change behavior for bad materials that define 'map_kd' multiple times. * MTLLoader: Remaining double quotes to single ticks, also in documentation. * MTLLoader: Remove auto resolving base path from .mtl source URL. Add documentation to load and other important functions. Remove now redundant call to .setBaseUrl in obj/mtl loader example. setPath is enough if the .mtl and textures have the same base path (documented). * MTLLoader: Dont break parsed texture references that are already absolute URLs. * MTLLoader: Fix doc typos. * MTLLoader: Move utility function inside the function that uses it. * MTLLoader: Use case insensitive regexp instead for abs URL checks.
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由 Arthur Muchir 提交于
If we use zoom, `camera.fov` is not change. By replacing `camera.fov` by `camera.getEffectiveFOV`, the correct FOV is get.
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由 Jonne Nauha 提交于
* ObjLoader: Implement support for multiple materials inside a geometry/object. - Tracks material declaration occuring mid face declaration - If object has multiple materials MultiMaterial is creted and geometry groups are created. - This approach is better than splitting into separate objects: 1) we are creating as many objects the file defines (correctness) 2) The full geometry would be duplicated into two objects, afaik this uploads the geometry multiple times to the GPU (perf, i had test asset that had >400 submeshes with 1-6 geometry groups each). Fixes #8681 #8640 Updates #8203 (fixes OPs 2. point) * OBJLoader: Code cleanup and three.js style formatting.
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由 Takahiro 提交于
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- 20 4月, 2016 3 次提交
- 19 4月, 2016 1 次提交
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由 Matthew Adams 提交于
* Add a BufferGeometry based Subdivision Modifier This started from the original subdivision modifier, and works in the same way except it has different output - and is much MUCH faster and far easier on RAM. (From >1m and >3gb (queue crashing browsers) to <10 seconds and <500mb on my tests). Expected input: Index'd Buffer Geometry or THREE.Geometry - with uv's. Output: Unindex'd Buffer Geometry. Also introduced is a class I call the 'TypedArrayHelper' which provides THREE objects (Such as Face, Vec3, Vec2) as 'registers' (I was thinking like a CPU register), and controls the typed arrays underneath. It automatically resizes them and provides a trim() function. While resizing arrays is slow, it's still all way faster than millions of vec3 objects on a regular Geometry. * Various Fixes Fixed normal generation according to https://www.opengl.org/wiki/Calculating_a_Surface_Normal maybe various other cleanups. * Revert "Various Fixes" This reverts commit 4348a5f60b85ad8381e7ed3f19c0602a23bb87c4. * Revert "Revert "Various Fixes"" This reverts commit c972529a2e0d869ac40d29409beb21420a833ad2. * change the example to use BufferSubdivisionModifier It's almost all working except for LatheGeometry. I'm not entirely sure what is different about the lathegeometry , but I will investigate later unless someone else figures it out first. * change back to v2 and use phongmaterial change back to v2 and use phongmaterial * dispose of geometries see title. * Remove typedarray.slice's in favor of typedarray.subarray's. * slight cleanup to subarray simply set the new buffers contents to the old buffers contents if possible, otherwise use subarrays
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- 18 4月, 2016 1 次提交
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由 Wen 提交于
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- 17 4月, 2016 1 次提交
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由 Manny404 提交于
[This commit](https://github.com/mrdoob/three.js/commit/0f5e69cec8a13d9b9819565f04b5db466548538d#diff-96b1bdbd7110f611907545802eaa5805R913) changed a `url_array` to `urls` which broke the loader + example page. This patches SceneLoader to use the same naming convention in other files.
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- 16 4月, 2016 1 次提交
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由 mcwillso 提交于
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- 15 4月, 2016 1 次提交
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由 WestLangley 提交于
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- 13 4月, 2016 2 次提交
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由 Vitor Abner 提交于
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由 Ben Houston (Clara.io) 提交于
Add high quality rand() function to common.glsl and an example to show off the noise textures. (#8603) * create procedural glsl and an example to show off the noise textures. * add to files.js * adopt noise procedural in PMREMGenerator. * fix page title per @arose's suggestion. * more adoption of procedural.glsl * remove procedural.glsl, add a single line to common.glsl. Update other files as needed. * cleanup shaders to use common.glsl * tabify. * avoid collapsing into a single function - @WestLangley recommendations * more adoption of tabs. * fix tabs.
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- 12 4月, 2016 2 次提交
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由 chris van wiemeersch 提交于
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由 Niels 提交于
When Wrap Mode data is missing, fallback to Collada spec default repeated wrapping. Without this change the wrapping is clamped to edge which should not be the default behaviour.
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