- 05 7月, 2011 1 次提交
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由 Mr.doob 提交于
Testing out texImage2D instead of texSubImage2D again. @alteredq: which browsers/os didn't like this combo?
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- 03 7月, 2011 2 次提交
- 02 7月, 2011 3 次提交
- 20 6月, 2011 2 次提交
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由 alteredq 提交于
Blender normal map support is work-in-progress: - for individual models normal map shader will need to be refactored to use standard scene lights - would be nice to handle also bump maps (a lot of Blender assets do not use "use_normal_map" flag on tangent space normal texture but instead use "use_map_normal" flag on texture slot of grayscale heightmap texture) Also some whitespace cleanup.
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由 jsermeno 提交于
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- 19 6月, 2011 1 次提交
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由 alteredq 提交于
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- 17 6月, 2011 1 次提交
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由 Nik Van den Wijngaert 提交于
Added polygonOffset parameters to THREE.Material. The WebGLRenderer evaluates this right after depthTest for opaque and transparent passes through the setPolygonOffset function.
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- 16 6月, 2011 3 次提交
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由 alteredq 提交于
Not perfect solution but better than nothing.
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由 Sven Andersson 提交于
Added overrideMaterial property to Scene. If set, the material will be the only material used in WebGLRenderer.render(...). Set to null to disable.
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由 Nik Van den Wijngaert 提交于
Added an optional renderDepth (should be in [0,1]) to objects which will override the default z-sorting in the renderer. Setting this attribute on e.g. meshes allows us to control painting order and solve any transparency/depth test issues when relying on default sort order.
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- 15 6月, 2011 1 次提交
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由 Mr.doob 提交于
Reverted to previous WebGLRenderer.setTexture code. Now that Chrome 12 is out, it should be working? Commented out troublesome object-behind-camera check in Ray.js
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- 14 6月, 2011 1 次提交
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由 alteredq 提交于
Added handling of removal of particle systems, ribbons, lines, shadow volumes, marching cubes. Fixed bug with partial mesh removal.
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- 06 6月, 2011 2 次提交
- 31 5月, 2011 2 次提交
- 29 5月, 2011 1 次提交
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由 Nik Van den Wijngaert 提交于
Added support for custom attribute buffers to be correctly split across large meshes (>65K vertices)
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- 25 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 24 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 19 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 10 5月, 2011 2 次提交
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由 Mr.doob 提交于
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由 Mikael Emtinger 提交于
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- 07 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 5月, 2011 1 次提交
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由 alteredq 提交于
It can get pretty costly when trying to initialize tons of materials.
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- 29 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 25 4月, 2011 1 次提交
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由 alteredq 提交于
I think.
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- 22 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 19 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Fixed bug related to morphColors in JSONLoader. Changed reading of custom attributes from geometry group to material to let material instead of geometry rule of the source of data.
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- 18 4月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Fixed some bugs around setting uniforms and morph targets. Added a small feature to custom attributes to allow re-use.
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- 14 4月, 2011 1 次提交
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由 alteredq 提交于
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- 13 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added .castShadow to DirectionalLight and check this in the renderStencilShadow function in WebGLRenderer. castShadow is set to false by default. Updated examples.
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- 12 4月, 2011 1 次提交
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由 Mr.doob 提交于
Added `data` object ( vertices, faces ) to Canvas/SVG/WebGLRenderer to get some render counts from the last render call.
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- 11 4月, 2011 3 次提交