- 19 4月, 2016 7 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 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 7 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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由 Dmitry Rudol 提交于
sprite plugin: do not check texture.image, it allows to used textures created by RenderTarget (#8619)
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由 tschw 提交于
* MatrixN: Deprecated .flattenToArrayOffset. Instead .toArray consistently allows array and offset to be passed. * Updated math classes' docs .toArray / .fromArray. * Automated uniform.<name>.type. * WebGLRenderer: Added .setTexture deprecation stub. * Updated ShaderMaterial docs, uniform types. * Updated Quaternion docs .toArray / .fromArray. * Updated Quaternion docs, static .slerpFlat. * Updated math classes' docs, style consistency. * Updated ShaderMaterial docs, style consistency.
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- 12 4月, 2016 4 次提交
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由 chris van wiemeersch 提交于
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由 Sébastien Valette 提交于
This helps when when the bounding box is not computed from an object, but comes from elsewhere
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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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由 WestLangley 提交于
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