- 22 2月, 2012 1 次提交
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由 alteredq 提交于
As usual, it's up to caller to cache the value if it's not used right away. Had to use Matrix4's internal matrix to avoid circular cross-dependency between Vector3 and Matrix4 (added extra internal matrix m3 for this not used anywhere in Matrix4 itself to minimize chances of messing up something).
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- 21 2月, 2012 1 次提交
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由 Mr.doob 提交于
Added Vector3.absoluteToRelative and Vector3.relativeToAbsolute. Thanks to @G3z for the initial suggestion. Thanks to @em for the naming hint. Fixes #1043.
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- 20 2月, 2012 2 次提交
- 16 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 2月, 2012 2 次提交
- 14 2月, 2012 3 次提交
- 09 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 06 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 01 2月, 2012 1 次提交
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由 alteredq 提交于
Default computation of morph normals for all models with morphs was taking unnecessary time and memory. Also made it less resource intensive to recompute morph normals.
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- 31 1月, 2012 2 次提交
- 28 1月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1170
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- 25 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 22 1月, 2012 1 次提交
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由 Mr.doob 提交于
Added a silly check on Object3D.add(). It's a quick check and it avoids enless recursivity making the browser silently hang.
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- 21 1月, 2012 5 次提交
- 20 1月, 2012 1 次提交
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由 alteredq 提交于
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- 17 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 04 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 03 1月, 2012 2 次提交
- 02 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 27 12月, 2011 2 次提交
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由 alteredq 提交于
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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/)
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- 07 12月, 2011 1 次提交
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由 alteredq 提交于
Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go. Upsides: - initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example) - much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices) - consequently much smaller memory footprint all around, both for main and GPU memories, which means less swapping and better vertex caching Downsides: - can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices) - can't have multiple materials per mesh - no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
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- 25 11月, 2011 1 次提交
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由 alteredq 提交于
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- 23 11月, 2011 1 次提交
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由 Mr.doob 提交于
Is not used so much anymore so we can have it with a less obfuscating syntax.
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- 22 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 11月, 2011 1 次提交
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由 alteredq 提交于
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- 19 11月, 2011 3 次提交
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由 alteredq 提交于
"Fixed typos in Matrix4's transpose() and getInverse()" https://github.com/AddictArts/three.js/commit/62d2560b3c7b9868fc25f628c4022448aaff6b00
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由 alteredq 提交于
Also some bugfixes in ShadowMapPlugin and SpritePlugin.
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由 alteredq 提交于
This is still pretty rough, will need to clean it more.
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