- 04 8月, 2012 1 次提交
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由 alteredq 提交于
Still needs to be done: canvas renderer / picking / canvas examples.
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- 15 6月, 2012 1 次提交
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由 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.
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- 14 4月, 2012 2 次提交
- 13 4月, 2012 1 次提交
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由 Mr.doob 提交于
(Phewww!) I'm sure there are still things I missed...
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- 02 4月, 2012 1 次提交
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由 Sebastien Valette 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Except special cases like 3d renderers and cube cameras all examples should be now without warnings.
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 14 10月, 2011 1 次提交
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由 alteredq 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
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- 02 10月, 2011 2 次提交
- 26 9月, 2011 1 次提交
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由 alteredq 提交于
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- 21 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 9月, 2011 1 次提交
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由 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.
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- 31 8月, 2011 2 次提交
- 30 8月, 2011 1 次提交
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由 alteredq 提交于
Not sure yet about names and location of files.
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- 29 8月, 2011 2 次提交
- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 09 4月, 2011 3 次提交
- 03 4月, 2011 1 次提交
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由 alteredq 提交于
Interestingly here performance doesn't seem to be affected.
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- 31 3月, 2011 1 次提交
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由 Mr.doob 提交于
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
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- 28 3月, 2011 1 次提交
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由 alteredq 提交于
It doesn't have effect there anyway as scene is rendered to FBO without multisampling. Turning antialiasing off here didn't have much effect on performance though (unlike for particles).
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- 25 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 09 3月, 2011 1 次提交
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由 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.
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- 07 3月, 2011 1 次提交
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由 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)
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- 05 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 28 2月, 2011 1 次提交
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由 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?
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- 26 2月, 2011 2 次提交
- 23 2月, 2011 1 次提交
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由 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.
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