- 21 2月, 2012 10 次提交
- 20 2月, 2012 7 次提交
- 18 2月, 2012 2 次提交
- 17 2月, 2012 1 次提交
-
-
由 alteredq 提交于
Not sure it's really correct, it's kinda hard to tell. Also made stress test more fancy and heavy. It's interesting how antialiasing increases performance difference for more complex materials.
-
- 16 2月, 2012 6 次提交
-
-
由 alteredq 提交于
Also some shaders refactoring. Still todo: doubleSided handling for reflections / refractions.
-
由 alteredq 提交于
As per discussion in #1324
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 alteredq 提交于
This fixes geometry tessellation example (before TextGeometry by default was having UVs defined for just a subset of faces).
-
- 15 2月, 2012 9 次提交
-
-
由 Felix Jorkowski 提交于
Fixed: The DOMRenderer was not using the correct members from the result of the projectScene() function, which ended up meaning that no DOM elements were being updated at all.
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
Also trying to make a bit nicer UVs for ExtrudeGeometry / TextGeometry.
-
由 Mr.doob 提交于
-
- 14 2月, 2012 5 次提交