1. 25 4月, 2016 1 次提交
  2. 23 4月, 2016 3 次提交
  3. 22 4月, 2016 5 次提交
  4. 21 4月, 2016 11 次提交
    • M
      orbitControls getAngle fix (#8702) · 42a2cf7b
      mlknz 提交于
      42a2cf7b
    • M
      Updated to CodeMirror 5.14.2 · efd12efd
      Mr.doob 提交于
      efd12efd
    • J
      MTLLoader improvements (#8689) · 0f4169da
      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.
      0f4169da
    • M
      Merge branch 'master' into dev · be7bf2fd
      Mr.doob 提交于
      be7bf2fd
    • G
      Update ISSUE_TEMPLATE.md (#8695) · 59160501
      gero3 提交于
      * Update ISSUE_TEMPLATE.md
      
      * Update ISSUE_TEMPLATE.md
      59160501
    • A
      Add support of camera zoom to CSS3DRenderer (#8700) · b48f073c
      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.
      b48f073c
    • J
      OBJLoader: MultiMaterial and geometry group support (#8691) · 61260bc6
      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.
      61260bc6
    • T
      30319442
    • M
      Updated builds. · c710d34b
      Mr.doob 提交于
      c710d34b
    • M
      r77dev · a217c116
      Mr.doob 提交于
      a217c116
    • B
      Math tightening (noticed with doing the Vector3.array/offset stuff) · b6e90711
      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.
      b6e90711
  5. 20 4月, 2016 8 次提交
  6. 19 4月, 2016 10 次提交
    • M
      Updated builds. · c88bd2cf
      Mr.doob 提交于
      c88bd2cf
    • M
      adfa0d8c
    • R
      Support all Typed Array datatypes in bufferAttribute (#8618) · 26d1c780
      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
      26d1c780
    • M
      Updated builds. · ae4d9bfe
      Mr.doob 提交于
      ae4d9bfe
    • M
      fdc17934
    • M
      BufferGeometry: Fixed bad empty code. See #8674. · bb52d299
      Mr.doob 提交于
      bb52d299
    • M
      Clean up. · 6b8f175d
      Mr.doob 提交于
      6b8f175d
    • M
      Add a BufferGeometry based Subdivision Modifier (#8165) · 41db6f69
      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
      41db6f69
    • M
      WebGLRenderer: Clean up (#8669) · 69310ccb
      Michael Herzog 提交于
      69310ccb
    • M
      Euler: Add missing semicolon (#8668) · d7e19630
      Michael Herzog 提交于
      d7e19630
  7. 18 4月, 2016 2 次提交