1. 04 8月, 2012 1 次提交
  2. 15 6月, 2012 1 次提交
    • A
      Another batch of examples resizing. · 47b9abfd
      alteredq 提交于
      This should be the last one. The only ones left should be "webgl_postprocessing" and "webgl_postprocessing_dof" where I got stuck.
      47b9abfd
  3. 14 4月, 2012 2 次提交
  4. 13 4月, 2012 1 次提交
  5. 02 4月, 2012 1 次提交
  6. 27 12月, 2011 1 次提交
  7. 29 11月, 2011 1 次提交
  8. 23 10月, 2011 1 次提交
  9. 14 10月, 2011 1 次提交
  10. 06 10月, 2011 1 次提交
  11. 05 10月, 2011 1 次提交
  12. 02 10月, 2011 2 次提交
    • M
      Fixed the rest of the examples. · ad31ff12
      Mr.doob 提交于
      Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
      Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
      ad31ff12
    • M
      Fixed yet more examples. · 25d6480c
      Mr.doob 提交于
      25d6480c
  13. 26 9月, 2011 1 次提交
  14. 21 9月, 2011 2 次提交
  15. 06 9月, 2011 1 次提交
  16. 01 9月, 2011 1 次提交
    • A
      Added MaskPass to postprocessing and clearTarget to WebGLRenderer. · 59bfd811
      alteredq 提交于
      Masking was real pain to get working with multiple render targets :/.
      
      Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
      59bfd811
  17. 31 8月, 2011 2 次提交
  18. 30 8月, 2011 1 次提交
  19. 29 8月, 2011 2 次提交
  20. 14 6月, 2011 1 次提交
  21. 09 4月, 2011 3 次提交
  22. 03 4月, 2011 1 次提交
  23. 31 3月, 2011 1 次提交
  24. 28 3月, 2011 1 次提交
  25. 25 3月, 2011 1 次提交
  26. 09 3月, 2011 1 次提交
    • A
      Brought back bloom. · c61f89ba
      alteredq 提交于
      Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
      c61f89ba
  27. 07 3月, 2011 1 次提交
    • A
      Cleaned up a bit WebGLRenderer. · 2294094a
      alteredq 提交于
      Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default.
      
      New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing).
      
      (doing documentation is indeed turning out to be useful)
      2294094a
  28. 05 3月, 2011 1 次提交
  29. 01 3月, 2011 1 次提交
  30. 28 2月, 2011 1 次提交
    • A
      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      alteredq 提交于
      Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
      
      Went through all examples, all should work.
      
      JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
      cf2e8c1b
  31. 26 2月, 2011 2 次提交
  32. 23 2月, 2011 1 次提交
    • M
      Changed build setup: · fef3c084
      Mr.doob 提交于
      	build/Three.js - Includes all renderers + extras
      	build/custom/ThreeCanvas.js - Canvas renderer only
      	build/custom/ThreeDOM.js - DOM renderer only
      	build/custom/ThreeSVG.js - SVG renderer only
      	build/custom/ThreeWebGL.js - WebGL renderer only
      	build/custom/ThreeExtras.js - Extras only
      
      Moved `THREE.Detector.js` to `examples/js/Detector.js`.
      
      Updated examples to reflect these changes.
      fef3c084