- 27 5月, 2021 28 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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 linbingquan 提交于
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由 kolodi 提交于
* Transforms * Transforms * Transform2D for specific map types. Enabled AO. * Removed everything except new Transform2D feature. * colored textures * remstored build files * restore dev builds
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
Clean up.
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由 Garrett Johnson 提交于
* add GPU stats panel * track active queries, don't do anything if extension is null * Add gpu stats panel to the lines fat example
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由 WestLangley 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 Johnathon Selstad 提交于
* Add Kooima's Generalized Projection Matrix Formulation Addresses Issue #5381 This PR adds an implementation for Kooima's Generalized Projection Matrix Formulation, better known as "the way CAVE rendering works". In a nutshell, it sets the `projectionMatrix` frustum to exactly frame an arbitrary rectangle. This is a key operation in rendering portals, CAVEs, and certain kinds of projection based effects. I find myself porting and reporting this function wherever I go because it's so darn useful. I'm not certain that this is the right place in the codebase for it, but I'd really love for three.js to have a working implementation for people to use. Here's a video I made years ago that utilizes the formulation: https://www.youtube.com/watch?v=90kHhOUzeQc&t=1s * Switch to const * Add Portal Example
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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 Takahiro 提交于
* Improve Metallic Transmission shader * Update example screenshots
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由 Michael Herzog 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* GLTFLoader: Set RGBFormat for jpg with no mimeType. * GLTFLoader: Handle data:image/jpeg uris.
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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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- 26 5月, 2021 4 次提交
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由 Mr.doob 提交于
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由 Takahiro 提交于
* Imptove MeshPhysicalMaterial transmission support * Add webgl_loader_gltf_transmission example * Update webgl_materials_physical_transmission screenshot * Dispose transmissionRenderTarget in WebGLRenderer.dispose() * Remove _transmissionSamplerMap from MeshPhysicalMaterial * Fix transmissionMap * Remove unnecessary sRGB-Linear conversion from transmission shader * Improve transmission shaders * Add more parameters to webgl_materials_physical_transmission example * Update screenshot
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由 Michael Herzog 提交于
* WebXRManager: Introduce updateCamera() and refactor getCamera(). * Docs: Clean up. * Examples: Clean up. * WebXRManager: Add check for session in updateCamera().
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由 Michael Herzog 提交于
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- 25 5月, 2021 2 次提交
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由 Kai / Codrakai (he/him) 提交于
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由 Michael Herzog 提交于
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- 24 5月, 2021 3 次提交
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由 bill42362 提交于
* CompressedTextureLoader: put first mipmap data into image to simulate ImageData. * Revert "CompressedTextureLoader: put first mipmap data into image to simulate ImageData." This reverts commit ceb3cb373aaec8789588f7ebe0e26185f6908ed5. * MMDLoader: Skip transparency check for CompressedTexture. * MMDLoader: Improve instance check.
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由 Marco Fugaro 提交于
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由 Marco Fugaro 提交于
* Import OIMO using namespace * Esline: Add OIMO in globals
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- 23 5月, 2021 3 次提交
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由 Michael Herzog 提交于
* WebGPURenderPipeline: Support more vertex formats. * WebGPURenderPipeline: Clean up.
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由 Michael Herzog 提交于
Clean up.
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由 0X-JonMichaelGalindo 提交于
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