1. 04 8月, 2012 1 次提交
  2. 02 8月, 2012 1 次提交
  3. 18 4月, 2012 2 次提交
  4. 28 3月, 2012 1 次提交
    • A
      Cleaning up Blender scene exporter and SceneLoader. · 19f0b1f1
      alteredq 提交于
      - removed not anymore existing ro.me specific remains (triggers, mesh colliders and shadow volumes)
      - added custom properties for setting shadow map casting and receiving, depthWrite, depthTest, blending, doubleSided
      - using Blender native "transparency" checkbox for setting out "transparent" property
      - better handling of messed up texture slots
      19f0b1f1
  5. 21 2月, 2012 2 次提交
  6. 15 2月, 2012 1 次提交
  7. 22 1月, 2012 1 次提交
  8. 27 12月, 2011 1 次提交
  9. 03 12月, 2011 1 次提交
  10. 22 11月, 2011 1 次提交
  11. 21 11月, 2011 1 次提交
  12. 23 10月, 2011 1 次提交
  13. 21 10月, 2011 1 次提交
    • A
      Experimenting with array-less materials. · 05b3db4d
      alteredq 提交于
      Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
      05b3db4d
  14. 15 10月, 2011 1 次提交
  15. 07 10月, 2011 1 次提交
    • M
      ColladaLoader fixes. · 81d338e9
      Mr.doob 提交于
      * Fixed `ColladaLoader` and `Loader` url base extraction code.
      * `ColladaLoader` now ignores non-joint nodes when constructing the skeleton. (Hopefuly, in a  year time, I'll find this fix stupid)
      81d338e9
  16. 06 10月, 2011 1 次提交
  17. 02 10月, 2011 1 次提交
    • M
      Bunch of changes... · b87bfc71
      Mr.doob 提交于
      * Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point.
      * Object3D.lookAt now checks if it's a Camera and does the inverted view.
      * Quaternion glitch reported at #595
      * Added .name to Material
      * WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.
      b87bfc71
  18. 16 9月, 2011 1 次提交
  19. 13 9月, 2011 1 次提交
  20. 03 9月, 2011 1 次提交
  21. 27 8月, 2011 1 次提交
  22. 03 8月, 2011 1 次提交
  23. 27 7月, 2011 1 次提交
  24. 08 7月, 2011 2 次提交
  25. 03 7月, 2011 1 次提交
  26. 02 7月, 2011 1 次提交
    • A
      Extended Loader base class to handle normal map materials. · bb332e5f
      alteredq 提交于
      Plus some more Loader changes:
      
      - fixed diffuse color and opacity being skipped when diffuse texture is present in JSON
      - more proper handling of Phong materials (now use ambient / diffuse / specular / shininess from JSON)
      - added handling of wrap / offset / repeat parameters for all textures
      
      Fixed broken multiple lights indices in new normal map shader and changed displacement scale and bias to saner values.
      
      Fixed broken postprocessing and Earth examples (were not yet translated to use new normal map shader).
      bb332e5f
  27. 16 6月, 2011 1 次提交
  28. 15 6月, 2011 1 次提交
  29. 13 4月, 2011 1 次提交
  30. 04 4月, 2011 3 次提交
    • M
      Updated buillds. · b8993910
      Mr.doob 提交于
      b8993910
    • M
      Merging with alteredq. · abb4a774
      Mr.doob 提交于
      abb4a774
    • A
      Fleshed out more face color pipeline (OBJ converter, Blender importer and loaders). · 00b0f6df
      alteredq 提交于
      - OBJ converter now has "-b" option for baking materials' diffuse colors into face colors
        (if there are morph colormap OBJs/MTLs, first colormap will be used)
        (material will get "vertexColors" property set to "face")
      
      - Blender importer now bakes JSON face colors into Blender vertex colors
      
      - Loader now handles "material.vertexColors" with more options
          - nonexistant property or false will set material to THREE.NoColors
          - "face" will set material to THREE.FaceColors
          - anything else will get THREE.VertexColors
      
      - fixed bug in JSONLoader where face colors were not properly initialized
      00b0f6df
  31. 01 4月, 2011 1 次提交
  32. 25 3月, 2011 3 次提交
  33. 22 3月, 2011 1 次提交