- 05 10月, 2011 5 次提交
- 04 10月, 2011 10 次提交
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 Mr.doob 提交于
Got stuck on the PathCamera/PathControls one. Maybe it's time to rewrite this...
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由 Mr.doob 提交于
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由 Mr.doob 提交于
This will take a while to make work again... probably needs some cleaning and refactoring...
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由 Mr.doob 提交于
I could have just used `lookAt( scene.position )`, but eventually I would like to have Scene not extending Object3D.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* Camera is now a base object. PerspectiveCamera should be used instead. Figured out a way to show a warning when misused. * OrthoCamera is now OrthographicCamera. * Removed `target` from Camera. Misc * Renamed Trident to Axes.
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- 02 10月, 2011 10 次提交
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由 alteredq 提交于
Seems like calling `renderer.initWebGLObjects` out of regular frame render doesn't play well with new buffer switching minimization optimization.
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由 alteredq 提交于
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由 alteredq 提交于
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由 zz85 提交于
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由 Mr.doob 提交于
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras. Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Removed QuakeCamera.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Implemented .autoClearColor .autoClearDepth .autoClearStencil as per @alteredq's suggestion at #587.
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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.
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- 01 10月, 2011 1 次提交
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由 zz85 提交于
Fixed mergeVertices(). Moved from CubeGeometry to Geometry. Now checkDupVertices(true) removes duplicated vertices
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- 30 9月, 2011 4 次提交
- 29 9月, 2011 5 次提交
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由 zz85 提交于
Rename SubdivisonGeometry.js to SubdivisionGeometry.js. Fix geometries which use duplicate vertices. SubdivisionGeometry tested with Cube/Sphere/Cylinder/TextGeometry
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由 alteredq 提交于
Works better in OpenGL with thick lines. Single pixel wide lines in ANGLE get a bit of strip pattern.
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由 alteredq 提交于
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由 zz85 提交于
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由 zz85 提交于
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- 26 9月, 2011 3 次提交
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由 alteredq 提交于
Should not refresh anything if material doesn't change for several objects in a row (in a single frame). Hope this didn't break something, I remember this being tricky. Went through examples and they seem to work ok, gained some fps in performance test. Also disabled sorting in depth-of-field example for some more fps gain. Still didn't figure out the original reason for recent fps drop in performance / dof examples :/
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由 alteredq 提交于
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由 alteredq 提交于
Added ability to disable render passes to EffectComposer. Added simple blend shader to ShaderExtras.
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- 24 9月, 2011 2 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Hopefully this fixes several problems: - ambient component not modulated by scene ambient light - specular component not getting light colors - unnecessary opacity use in lighting calculations - unnecessary vertex shader light computation for Phong - unnecessary use of one varying in Phong
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