1. 11 4月, 2011 1 次提交
  2. 17 3月, 2011 1 次提交
  3. 13 3月, 2011 1 次提交
  4. 08 3月, 2011 1 次提交
  5. 06 3月, 2011 3 次提交
  6. 05 3月, 2011 1 次提交
  7. 04 3月, 2011 1 次提交
    • M
      Mergable: · 2ab6fb41
      Mikael Emtinger 提交于
      Animation.js - fixed scale bugs and removed flattenToArrayOffset
      AnimationHandler.js - fixed so keyframes at same time is removed
      Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target
      SkinnedMesh.update - added flattenToArrayOffset in end of update
      2ab6fb41
  8. 03 3月, 2011 1 次提交
  9. 01 3月, 2011 1 次提交
  10. 28 2月, 2011 3 次提交
    • M
      Matrix4: · df366756
      Mikael Emtinger 提交于
      - Wrong in last commit, now the inversion of position is removed
      df366756
    • M
      Matrix4.lookAt: · 5c4131d3
      Mikael Emtinger 提交于
      - Changed so it sets an ordinary matrix. Also removed inversion of position, which broke A LOT of the examples.
      
      WebGLRenderer:
      - Using camera.matrixWorldInverse instead of camera.matrixWorld
      - Changed frustum check to camera.frustumContains( object );
      - Moved cameraInverse * matrixWorld to vertex shader (needs testing!) (note: normals not fixed yet!)
      
      Object3D.addChild:
      - Recurses up through hierarchy until reaches scene and adds itself to scene.objects/sounds/lights
      
      Camera:
      - Changed inverseMatrix -> matrixWorldInverse
      5c4131d3
    • M
      Removed all the toString methods (saving 6kbytes) · f5e819fe
      Mr.doob 提交于
      I don't remember when was the last time I used them. Current Web Developer Tools do this already for you.
      
      Color::updateRGBA ⟶ Color::updateRGB
      f5e819fe
  11. 27 2月, 2011 1 次提交
  12. 26 2月, 2011 3 次提交
  13. 25 2月, 2011 2 次提交
  14. 20 2月, 2011 1 次提交
  15. 19 2月, 2011 1 次提交
    • A
      More refactoring and optimizations. · 313ce3ed
      alteredq 提交于
      - removed unnecessary normal matrix computation in hierarchies (this is already done in renderer)
      - removed unnecessary enabling of attribute arrays in every frame (it's enough to do it when shader program is created)
      - depth test is now only set if it changed
      313ce3ed
  16. 18 2月, 2011 1 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
  17. 17 2月, 2011 2 次提交
  18. 14 2月, 2011 2 次提交
  19. 12 2月, 2011 1 次提交
  20. 24 1月, 2011 2 次提交
  21. 20 1月, 2011 1 次提交
  22. 19 1月, 2011 1 次提交
  23. 18 1月, 2011 8 次提交