1. 16 7月, 2013 1 次提交
  2. 12 7月, 2013 1 次提交
  3. 20 5月, 2013 1 次提交
  4. 19 5月, 2013 2 次提交
  5. 31 3月, 2013 2 次提交
  6. 30 3月, 2013 1 次提交
  7. 09 2月, 2013 1 次提交
  8. 04 1月, 2013 1 次提交
    • M
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub,... · b062fee8
      Mr.doob 提交于
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860.
      Good thing we have a ton of examples to make sure nothing is broken. The unit tests also helped. However, I suspect I've left something unchanged.
      b062fee8
  9. 14 12月, 2012 2 次提交
  10. 13 12月, 2012 1 次提交
    • M
      Sending target in the deallocate event. · fdb737d0
      Mr.doob 提交于
      Still unsure of whether to rename it to dispose instead.
      I guess a problem of the world deallocate is that you're unsure wether it is dealocate or deallocate.
      fdb737d0
  11. 11 12月, 2012 1 次提交
  12. 06 12月, 2012 1 次提交
  13. 05 12月, 2012 2 次提交
  14. 04 12月, 2012 2 次提交
  15. 22 11月, 2012 2 次提交
  16. 10 11月, 2012 1 次提交
  17. 01 11月, 2012 1 次提交
  18. 22 10月, 2012 1 次提交
  19. 15 8月, 2012 2 次提交
  20. 13 7月, 2012 1 次提交
  21. 12 7月, 2012 2 次提交
  22. 10 7月, 2012 2 次提交
  23. 07 12月, 2011 1 次提交
    • A
      Added BufferGeometry for direct rendering from typed arrays. · 8ec6317e
      alteredq 提交于
      Work in progress. For the moment works just with CTMLoader. Still not sure where some pieces of code would go.
      
      Upsides:
      	- initialization time cut down significantly (1.8 seconds => 0.7 seconds for CTM example)
      	- much smaller GL buffers thanks to fully used indexing (Walt has 6x less vertices)
      	- consequently much smaller memory footprint all around, both for main and GPU memories,
      	  which means less swapping and better vertex caching
      
      Downsides:
      	- can't have anymore sharp per-face effects like flat shading (at least if mesh is not constructed in a way where each face has own vertices)
      	- can't have multiple materials per mesh
      	- no more easy manipulation of anything (for the moment actually no runtime manipulation at all, typed arrays are just thrown away, dynamic geometries code path not yet implemented)
      8ec6317e