1. 03 7月, 2011 2 次提交
  2. 08 5月, 2011 1 次提交
  3. 16 4月, 2011 1 次提交
    • A
      Refactored SceneLoader. · aac5b611
      alteredq 提交于
      Just a single callback is now passed  to loader.load( "scene.js", callbackFinal ) - callback which is called when everything from the scene was already loaded.
      
      If you want to use also callbacks for initialization of procedural synchronously created elements, you can set property of loader:
      
      loader.callbackSync = function( result ) { ... }
      
      If you want to get callback for load progress, set:
      
      loader.callbackProgress = function( progress, result ) { ... }
      
      Also added per scene creation of collision systems (it used to be singleton).
      aac5b611
  4. 03 3月, 2011 1 次提交
  5. 26 2月, 2011 4 次提交
  6. 25 2月, 2011 1 次提交
  7. 19 2月, 2011 1 次提交
    • A
      More refactoring and optimizations. · 313ce3ed
      alteredq 提交于
      - removed unnecessary normal matrix computation in hierarchies (this is already done in renderer)
      - removed unnecessary enabling of attribute arrays in every frame (it's enough to do it when shader program is created)
      - depth test is now only set if it changed
      313ce3ed
  8. 18 2月, 2011 1 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      alteredq 提交于
      - getters/setters are no more in Vector3
        - object hierarchies thus don't use "isDirty"
        - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers
        - even without this, performance of hierarchies went up (a lot)
      
      - objects do not get passed renderer anymore
        - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?)
      
      - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter)
      
      - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different)
      
      - CanvasRender still broken, despite many efforts :(
         - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
      2ecbe2de
  9. 17 2月, 2011 1 次提交
  10. 21 12月, 2010 1 次提交
  11. 15 12月, 2010 1 次提交
  12. 24 11月, 2010 2 次提交
  13. 06 11月, 2010 1 次提交
  14. 30 10月, 2010 1 次提交
  15. 09 9月, 2010 1 次提交
  16. 04 7月, 2010 1 次提交
  17. 20 6月, 2010 1 次提交
  18. 06 6月, 2010 1 次提交
    • M
      + Added Line Object · e98397cb
      Mr.doob 提交于
      + Workaround for WebKit not supporting rgba() in SVG yet
      + Aesthetic changes on the readme file
      e98397cb
  19. 16 5月, 2010 2 次提交
    • M
      Credit where credit is due. · 2a334e08
      Mr.doob 提交于
      2a334e08
    • M
      Removed Class.js dependency · a6e98d7e
      Mr.doob 提交于
      Added THREE namespace
      Camera.x -> Camera.position.x
      Camera.target.x -> Camera.target.position.x
      ColorMaterial -> ColorFillMaterial
      FaceColorMaterial -> FaceColorFillMaterial
      Materials are now multipass (use array)
      Added ColorStrokeMaterial and FaceColorStrokeMaterial
      geometry.faces.a are now indexes instead of links 
      a6e98d7e
  20. 24 4月, 2010 1 次提交