- 04 8月, 2012 1 次提交
-
-
由 alteredq 提交于
Still needs to be done: canvas renderer / picking / canvas examples.
-
- 02 8月, 2012 1 次提交
-
-
由 alteredq 提交于
Because sometimes you just need to get rid of junk stuff sneaking into asset pipeline.
-
- 18 4月, 2012 2 次提交
- 28 3月, 2012 1 次提交
-
-
由 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
-
- 21 2月, 2012 2 次提交
- 15 2月, 2012 1 次提交
-
-
由 Mr.doob 提交于
-
- 22 1月, 2012 1 次提交
-
-
由 Mr.doob 提交于
-
- 27 12月, 2011 1 次提交
-
-
由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
-
- 03 12月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 22 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Should fix #779...
-
- 21 11月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 23 10月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 21 10月, 2011 1 次提交
-
-
由 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.
-
- 15 10月, 2011 1 次提交
-
-
由 alteredq 提交于
Also updated corresponding examples.
-
- 07 10月, 2011 1 次提交
-
-
由 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)
-
- 06 10月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 02 10月, 2011 1 次提交
-
-
由 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.
-
- 16 9月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 13 9月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 03 9月, 2011 1 次提交
-
-
由 alteredq 提交于
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
-
- 27 8月, 2011 1 次提交
-
-
由 Mr.doob 提交于
extras/collada/dae.js > extras/loaders/ColladaLoader.js removed LoaderOld.js
-
- 03 8月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 27 7月, 2011 1 次提交
-
-
由 pushmatrix 提交于
-
- 08 7月, 2011 2 次提交
- 03 7月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 02 7月, 2011 1 次提交
-
-
由 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).
-
- 16 6月, 2011 1 次提交
-
-
由 alteredq 提交于
Also fixed default camera buggy string in Blender scene exporter and changed lightmap parameter name in base Loader (to be consistent with other "maps").
-
- 15 6月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 13 4月, 2011 1 次提交
-
-
由 alteredq 提交于
Updated Loader and SceneLoader to automatically set "material.transparent" flag for materials with opacity < 1.
-
- 04 4月, 2011 3 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 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
-
- 01 4月, 2011 1 次提交
-
-
由 alteredq 提交于
-
- 25 3月, 2011 3 次提交
-
-
由 alteredq 提交于
- model loader now handles "wireframe" parameter - scene light colors are now specified via hex numbers - scene format now includes additional parameter "urlBaseType" specifying where loader will look for included files: - options are "relativeToHTML" (look for files under HTML url http://example.com/mydemo/index.html) and "relativeToScene" (look for files under url from where scene was loaded http://example.com/assets/myscene/scene.js)
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Simplified JSONLoader.
-
- 22 3月, 2011 1 次提交
-
-
由 alteredq 提交于
-