- 12 4月, 2016 8 次提交
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由 Niels 提交于
When Wrap Mode data is missing, fallback to Collada spec default repeated wrapping. Without this change the wrapping is clamped to edge which should not be the default behaviour.
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由 WestLangley 提交于
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由 Michael Herzog 提交于
* Examples: Fix Firefox error in "webgl_interactive_cubes_gpu" * Revert "Examples: Fix Firefox error in "webgl_interactive_cubes_gpu"" This reverts commit f2130cc1afb18794ac30a7a85d69795e6b23dd40. * WebGLRenderer: Ensure valid read requests in .readRenderTargetPixels
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* remove ability to set depth formula on MeshDepthMaterial. * remove depth formulas
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- 11 4月, 2016 16 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* decouple PerspectiveCamera parameters in ObjectLoader. see comment: https://github.com/mrdoob/three.js/pull/8561/files/7eea5d47d86a6376175761cddab2742f17de177f#r59205742 * null -> undefined checking of data.view * only export view if defined.
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由 Ben Houston (Clara.io) 提交于
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由 Niels 提交于
I noticed this was missing after updating from an older version of ColladaLoader.js. This fixes the face materialIndex not being set.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 tschw 提交于
* WebGLProgram: Rewrote uniform name parser. * Revised structured uniforms. - Allowed arbitrary nesting - Removed map iteration
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由 Serena Li 提交于
This allows users to specify an offset angle for the alpha value. Can be used to set an initial view direction when the device orientation controls are called. (Also ran it through whitespace checker)
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由 Michael Herzog 提交于
This PR replaces the deprecated .center with .target for all THREE.OrbitControls objects.
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由 Mr.doob 提交于
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- 10 4月, 2016 5 次提交
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由 WestLangley 提交于
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由 Takahiro 提交于
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由 Takahiro 提交于
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由 Mr.doob 提交于
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由 Matt DesLauriers 提交于
* working on depth texture * working on depth texture * support depth texture in webgl1 and webgl2 * fix comments * reset build to avoid diff noise * add check for webgl2 context * fix depth texture example * animation for example * add file * add depthTexture to WebGLRenderTarget * ensure depth format returns correct GL parmaeter * use null for initial depthTexture value * add some commented out code
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- 09 4月, 2016 11 次提交
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由 aardgoose 提交于
* remove non existent property "dynamic" * colorsNeedUpdate required for face3 color updates * documents groupsNeedUpdate * document areaWeighted parameter of method computeVertexNormals
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由 aardgoose 提交于
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由 Elisée Maurer 提交于
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由 Mr.doob 提交于
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由 tschw 提交于
* Let ObjectLoader load extended PerspectiveCamera. Part 2 - "Oh complexity, how have I missed you!" * Let ObjectLoader ignore perspectiveCam.focalLength.
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由 WestLangley 提交于
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由 Matt DesLauriers 提交于
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由 tschw 提交于
* Make Clock work on iOS without polyfill. * Clock: Avoid adding up unnecessary rounding error. 0.001 does not have a finite binary float representation.
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* add ability to specify on MeshDepthMaterial the type of depth packing one wants. * depthRGBA -> clipZRGBA - more correct name. * forgotten replace of depthRGBA -> clipZRGBA. * add MeshDepthMaterial depthFormat + depthPacking. Use equations compatible with z buffers. * adopting MeshDepthMaterial instead of clipZRGBA. * remove clipZRGBA shader (aka depthRGBA shader) as we can now use MeshDepthMaterial for it. * remove some comments. * enable skinning in MeshDepthMaterial, as it was enabled in depthRGBA material. * remove unused shader. * fix bug. * fix bug in shadows with MEshDepthMaterial. * remove unnecessary debug code. * ensure that skinning and morphTargets propagate with MeshDepthMaterial. * fix ssao example to use new MeshDepthMaterial. * remove unused code.
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由 aardgoose 提交于
* add method docs intersectsBox method not documented. * correct isEmpty method name correct isEmpty method name
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