1. 01 6月, 2016 8 次提交
    • M
      Material: Less aggressive roughness/metalness toJSON. · eeb750fb
      Mr.doob 提交于
      eeb750fb
    • M
      Editor: Support TGA files. · 95da0934
      Mr.doob 提交于
      95da0934
    • M
      257024c4
    • B
      npm run build-watch - automatically rebuild three.js when changes made (#9004) · c0616934
      Ben Houston (Clara.io) 提交于
      * add auto-builder.
      
      * do an initial build when watching.
      
      * add include directory in build-watch.
      
      * incorporate zz85's suggestions.
      c0616934
    • M
      Removed no longer needed uniform types. · 928c8177
      Mr.doob 提交于
      928c8177
    • J
      GPUComputationRenderer and new GPU demos (#9043) · 5738e9ad
      Juan Jose Luna Espinosa 提交于
      * Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial
      
      * Water shader works with texture heightmap
      
      * Added GPUComputationRenderer, I'm about to test it
      
      * GPUComputationRenderer works with water simulation
      
      * Interaction with mouse
      
      * Added water viscosity, simple geometry for mouse picking
      
      * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring.
      
      * Code revisison, added comments and explanations. Inverted mouse Y coord.
      
      * Added GUI controls for some water parameters.
      
      * Commencing conversion of birds gpu demo to GPUComputationRenderer
      
      * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it.
      
      * Solved mouse bug.
      
      * Optimized smoothWater(), renamed some GPUComputationRenderer methods.
      
      * Substituted old bird gpu implementation. Preparing for new demo.
      
      * Removing old SimulationRenderer
      
      * GPU protoplanets demo started. Minor tweaks in the other demos
      
      * Starting to implement the particle demo
      
      * $th component of texture now is usable. It was the GPUComputationRenderer
      pass-through fragment shader.
      Next thing to do is use a texture that contains (vx, vy, vz, mass).
      
      * Particles already move. Next is gravity interaction.
      
      * Gravity interaction done. Next is particle collision and aggregation.
      
      * Particle collision works
      
      * Added gui
      
      * Some minor adjustments
      
      * Added the two new demos to the list of examples
      5738e9ad
    • M
      Updated builds. · dc36ff06
      Mr.doob 提交于
      dc36ff06
    • M
      ShaderLib/UniformLib: Removed no longer needed types. · 3e5b130b
      Mr.doob 提交于
      3e5b130b
  2. 31 5月, 2016 3 次提交
  3. 30 5月, 2016 3 次提交
  4. 29 5月, 2016 1 次提交
  5. 28 5月, 2016 9 次提交
  6. 27 5月, 2016 3 次提交
  7. 26 5月, 2016 7 次提交
  8. 25 5月, 2016 6 次提交