- 25 4月, 2016 1 次提交
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由 Mr.doob 提交于
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- 23 4月, 2016 3 次提交
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由 gero3 提交于
* remove usage of parameters in setFromMatrixColumn * This fixes the usage of setFromMatrixColumn
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由 Michael Herzog 提交于
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由 rfm1201 提交于
No vertex and no index for cap with 0 radius
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- 22 4月, 2016 5 次提交
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由 tschw 提交于
See #8685
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由 rfm1201 提交于
The indexCount was rigth but the vertexCount was wrong. The squares on each plane (face) have common vertices
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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 Scott Garner 提交于
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- 21 4月, 2016 11 次提交
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由 mlknz 提交于
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由 Mr.doob 提交于
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由 Jonne Nauha 提交于
* MTLLoader: Deprecate setBaseUrl in favor or better named setTexturePath. Make sure MaterialCreator.baseUrl is not undefined if no path/texture path is set. * MTLLoader: Automatically resolve texture base path from .mtl source URL if not explicitly set with setPath or setTexturePath. The URL parameter to .parse(text, url) is passed in if you use .load(). For external use it is optional and preserves earlier behavior if not passed in. * MTLLoader: Use single quotes consistently. Make params object property setting easier to read. * MTLLoader: Don't overwrite already found diffuse texture like is done with bump map. This might change behavior for bad materials that define 'map_kd' multiple times. * MTLLoader: Remaining double quotes to single ticks, also in documentation. * MTLLoader: Remove auto resolving base path from .mtl source URL. Add documentation to load and other important functions. Remove now redundant call to .setBaseUrl in obj/mtl loader example. setPath is enough if the .mtl and textures have the same base path (documented). * MTLLoader: Dont break parsed texture references that are already absolute URLs. * MTLLoader: Fix doc typos. * MTLLoader: Move utility function inside the function that uses it. * MTLLoader: Use case insensitive regexp instead for abs URL checks.
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由 Mr.doob 提交于
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由 gero3 提交于
* Update ISSUE_TEMPLATE.md * Update ISSUE_TEMPLATE.md
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由 Arthur Muchir 提交于
If we use zoom, `camera.fov` is not change. By replacing `camera.fov` by `camera.getEffectiveFOV`, the correct FOV is get.
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由 Jonne Nauha 提交于
* ObjLoader: Implement support for multiple materials inside a geometry/object. - Tracks material declaration occuring mid face declaration - If object has multiple materials MultiMaterial is creted and geometry groups are created. - This approach is better than splitting into separate objects: 1) we are creating as many objects the file defines (correctness) 2) The full geometry would be duplicated into two objects, afaik this uploads the geometry multiple times to the GPU (perf, i had test asset that had >400 submeshes with 1-6 geometry groups each). Fixes #8681 #8640 Updates #8203 (fixes OPs 2. point) * OBJLoader: Code cleanup and three.js style formatting.
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由 Takahiro 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
* tighten up Vector4. * tighten up Vector3. * tighten up Vector2. * add missing "return this" to Ray3.lookAt(). * tighten up Quaternion. * missing "return this" on Spherical. * missing "return this" on Euler. Tighting up code.
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- 20 4月, 2016 8 次提交
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由 ecivic 提交于
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由 Michael Herzog 提交于
Correct indent.
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由 ecivic 提交于
THREE.SoftwareRenderer alpha flag implementation.
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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 Aki Miyazaki 提交于
* Update BooleanKeyframeTrack.js * Update StringKeyframeTrack.js
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由 Mr.doob 提交于
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- 19 4月, 2016 10 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 rchadwic 提交于
* merge bufferAttributeTypes with dev * else if * serialize the normalized flag * update docs * remove support for DataView as BufferAttribute source. This is to specific purpose, and geometry using this will break in too many other methods * reimplement the DataView as a BufferAttribute data source * try to warn when bufferAttribute contains a DataView and cannot be read * Changed too many `warn` to `error` * Code quality update in BufferAttribute datatype selection * support load and save of normalized flag in BufferAttribute * Check for DataView attribute buffers * mend * Revert "mend" This reverts commit 1b4c87687d10fdaefd5007b98019b25d33c492e1. * try to fix after --ammend causes conflicts * working on cleaning this all up * More whitespace cleanup * more code style cleanup * strike OBE comment * more spacing cleanup
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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 Matthew Adams 提交于
* Add a BufferGeometry based Subdivision Modifier This started from the original subdivision modifier, and works in the same way except it has different output - and is much MUCH faster and far easier on RAM. (From >1m and >3gb (queue crashing browsers) to <10 seconds and <500mb on my tests). Expected input: Index'd Buffer Geometry or THREE.Geometry - with uv's. Output: Unindex'd Buffer Geometry. Also introduced is a class I call the 'TypedArrayHelper' which provides THREE objects (Such as Face, Vec3, Vec2) as 'registers' (I was thinking like a CPU register), and controls the typed arrays underneath. It automatically resizes them and provides a trim() function. While resizing arrays is slow, it's still all way faster than millions of vec3 objects on a regular Geometry. * Various Fixes Fixed normal generation according to https://www.opengl.org/wiki/Calculating_a_Surface_Normal maybe various other cleanups. * Revert "Various Fixes" This reverts commit 4348a5f60b85ad8381e7ed3f19c0602a23bb87c4. * Revert "Revert "Various Fixes"" This reverts commit c972529a2e0d869ac40d29409beb21420a833ad2. * change the example to use BufferSubdivisionModifier It's almost all working except for LatheGeometry. I'm not entirely sure what is different about the lathegeometry , but I will investigate later unless someone else figures it out first. * change back to v2 and use phongmaterial change back to v2 and use phongmaterial * dispose of geometries see title. * Remove typedarray.slice's in favor of typedarray.subarray's. * slight cleanup to subarray simply set the new buffers contents to the old buffers contents if possible, otherwise use subarrays
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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- 18 4月, 2016 2 次提交