- 20 4月, 2016 3 次提交
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由 Mr.doob 提交于
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由 Aki Miyazaki 提交于
* Update BooleanKeyframeTrack.js * Update StringKeyframeTrack.js
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由 Mr.doob 提交于
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- 19 4月, 2016 10 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 rchadwic 提交于
* merge bufferAttributeTypes with dev * else if * serialize the normalized flag * update docs * remove support for DataView as BufferAttribute source. This is to specific purpose, and geometry using this will break in too many other methods * reimplement the DataView as a BufferAttribute data source * try to warn when bufferAttribute contains a DataView and cannot be read * Changed too many `warn` to `error` * Code quality update in BufferAttribute datatype selection * support load and save of normalized flag in BufferAttribute * Check for DataView attribute buffers * mend * Revert "mend" This reverts commit 1b4c87687d10fdaefd5007b98019b25d33c492e1. * try to fix after --ammend causes conflicts * working on cleaning this all up * More whitespace cleanup * more code style cleanup * strike OBE comment * more spacing cleanup
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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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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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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- 18 4月, 2016 5 次提交
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由 Wen 提交于
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由 tschw 提交于
* Tightened flattening of uniform array data. * Updated builds.
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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- 17 4月, 2016 10 次提交
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由 aardgoose 提交于
* Fix levels property name * correct type of levels array contents * correct spacing of method parameters * Move legacy code to Three.Legacy.js
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由 aardgoose 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Hu Jiulong 提交于
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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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由 WestLangley 提交于
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由 Ben Houston (Clara.io) 提交于
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- 16 4月, 2016 2 次提交
- 15 4月, 2016 4 次提交
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由 Ben Houston (Clara.io) 提交于
* ensure that an empty box is still an empty box aftering being transformed. * fix docs to match new behavior.
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由 tschw 提交于
- See #8446
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由 WestLangley 提交于
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由 WestLangley 提交于
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- 14 4月, 2016 1 次提交
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由 WestLangley 提交于
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- 13 4月, 2016 5 次提交
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由 Vitor Abner 提交于
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由 tschw 提交于
* Documented Box3.applyMatrix4 doesn't work on empty boxes. - See #8620 * Updated math Box classes' docs, style consistency.
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由 Mr.doob 提交于
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由 Mr.doob 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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