- 15 6月, 2012 1 次提交
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由 alteredq 提交于
Fixed FirstPersonControls not handling resizing. Fixed some more examples not handling resizing / zero sized window. See #2062. This is tiring :S
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- 28 3月, 2012 1 次提交
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由 Mr.doob 提交于
Fixed all the examples that used PlaneGeometry except webgl_terrain_dynamic.html (not sure what's going on :S).
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- 27 12月, 2011 1 次提交
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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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- 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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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 14 10月, 2011 2 次提交
- 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 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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- 03 7月, 2011 3 次提交
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由 Mr.doob 提交于
Updated misc_sound example with same functionality.
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由 Mr.doob 提交于
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由 Chris Killpack 提交于
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- 30 6月, 2011 1 次提交
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由 Chris Killpack 提交于
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- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 12 4月, 2011 1 次提交
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由 alteredq 提交于
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- 09 4月, 2011 3 次提交
- 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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- 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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- 06 3月, 2011 1 次提交
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由 alteredq 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 3 次提交
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由 Mr.doob 提交于
Sound3D ⟶ Sound
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由 Mr.doob 提交于
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由 alteredq 提交于
Now you can add keyboard + mouse camera control with a single line, just change camera type and add parameters: camera = new THREE.QuakeCamera( { fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 10000, movement_speed: 1, look_speed: 0.002, nofly: true, look_vertical: false } ); Thanks to mrdoob for suggestions ;)
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- 25 2月, 2011 2 次提交
- 24 2月, 2011 1 次提交
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由 alteredq 提交于
That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
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- 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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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 20 2月, 2011 2 次提交