1. 19 5月, 2016 1 次提交
  2. 18 5月, 2016 2 次提交
  3. 17 5月, 2016 2 次提交
    • N
      CTMLoader loadParts worker issue fix (#8900) · 9f8070c0
      Nidin Vinayakan 提交于
      loadParts is not passing incoming worker from parameters to load issue fixed
      9f8070c0
    • S
      sea3d update (#8892) · 0eaaa845
      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
      0eaaa845
  4. 15 5月, 2016 3 次提交
  5. 14 5月, 2016 2 次提交
  6. 09 5月, 2016 1 次提交
  7. 08 5月, 2016 1 次提交
  8. 04 5月, 2016 1 次提交
  9. 03 5月, 2016 3 次提交
  10. 02 5月, 2016 1 次提交
  11. 01 5月, 2016 2 次提交
  12. 29 4月, 2016 1 次提交
  13. 27 4月, 2016 1 次提交
    • B
      Fix VREffect support for webvr-polyfill · 65a16691
      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)
      65a16691
  14. 25 4月, 2016 1 次提交
  15. 22 4月, 2016 1 次提交
  16. 21 4月, 2016 5 次提交
    • M
      orbitControls getAngle fix (#8702) · 42a2cf7b
      mlknz 提交于
      42a2cf7b
    • J
      MTLLoader improvements (#8689) · 0f4169da
      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.
      0f4169da
    • A
      Add support of camera zoom to CSS3DRenderer (#8700) · b48f073c
      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.
      b48f073c
    • J
      OBJLoader: MultiMaterial and geometry group support (#8691) · 61260bc6
      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.
      61260bc6
    • T
      30319442
  17. 20 4月, 2016 3 次提交
  18. 19 4月, 2016 1 次提交
    • M
      Add a BufferGeometry based Subdivision Modifier (#8165) · 41db6f69
      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
      41db6f69
  19. 18 4月, 2016 1 次提交
  20. 17 4月, 2016 1 次提交
  21. 16 4月, 2016 1 次提交
  22. 15 4月, 2016 1 次提交
  23. 13 4月, 2016 2 次提交
  24. 12 4月, 2016 2 次提交