1. 04 8月, 2012 1 次提交
  2. 02 8月, 2012 1 次提交
  3. 05 7月, 2012 1 次提交
  4. 03 7月, 2012 1 次提交
  5. 20 4月, 2012 1 次提交
  6. 04 4月, 2012 1 次提交
  7. 18 3月, 2012 1 次提交
  8. 21 2月, 2012 1 次提交
  9. 20 2月, 2012 1 次提交
  10. 17 1月, 2012 1 次提交
  11. 27 12月, 2011 1 次提交
  12. 23 10月, 2011 1 次提交
  13. 06 10月, 2011 1 次提交
  14. 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
  15. 06 9月, 2011 1 次提交
    • A
      Moved depth buffer writing control from renderer into material. · 8c326a22
      alteredq 提交于
      This allows, for example, better integration of additively blended materials with a regular scene.
      
      Not to be confused with depthTest (which controls complete access to depth buffer, including reading).
      
      Also messed up a bit with particle emitter example.
      8c326a22
  16. 11 8月, 2011 1 次提交
    • M
      * Simplified THREE.Color. · 0b910d7c
      Mr.doob 提交于
      * Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
      0b910d7c
  17. 03 8月, 2011 1 次提交
    • A
      Added alphaTest parameter to base Material plus corresponding shader chunk in... · dc042582
      alteredq 提交于
      Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation.
      
      This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture.
      
      By default it's switched off (alphaTest = 0).
      
      AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
      dc042582
  18. 03 7月, 2011 1 次提交
  19. 17 6月, 2011 1 次提交
  20. 31 3月, 2011 1 次提交
  21. 29 3月, 2011 1 次提交
  22. 26 3月, 2011 1 次提交
  23. 21 3月, 2011 1 次提交
  24. 20 3月, 2011 1 次提交
    • A
      Refactored core and renderer to use new model format. · 9ab427b7
      alteredq 提交于
      Work in progress, not expected to work yet.
      
      (among other things, we don't deal yet with new vertex colors for particles/line/ribbons, for the moment they just use geometry.colors as before, also we need to specify which type of uvs to use somewhere, analogous to which type of vertex colors to use)
      9ab427b7
  25. 18 2月, 2011 2 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      alteredq 提交于
      - getters/setters are no more in Vector3
        - object hierarchies thus don't use "isDirty"
        - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers
        - even without this, performance of hierarchies went up (a lot)
      
      - objects do not get passed renderer anymore
        - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?)
      
      - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter)
      
      - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different)
      
      - CanvasRender still broken, despite many efforts :(
         - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
      2ecbe2de
    • A
      add THREE.ReverseSubtractiveBlending · d65ef66a
      Antonin Hildebrand 提交于
      d65ef66a
  26. 03 2月, 2011 1 次提交
    • A
      Added billboard particles (semi-opaque depth sorted). · 8227d9f1
      alteredq 提交于
      Work in progress, caveats:
      
      - sort happens just inside one ParticleSystems, so everything gets messed up when more ParticleSystems are in the same screen space
      - not yet solved proper order of operations, if you change object transform, you need to update ParticleSystem object matrix manually before rendering (so that sort works, otherwise it will use transform from previous frame)
      
      Also fixed transparency in fog and did small optimizations in WebGLRenderer.
      8227d9f1
  27. 17 11月, 2010 1 次提交
  28. 16 11月, 2010 1 次提交
  29. 15 11月, 2010 1 次提交
  30. 13 11月, 2010 1 次提交