- 14 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added .name and .getChildByName( "objectName", doRecurse ) to Object3D. Added so scene-loader fills in .name property.
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- 13 4月, 2011 4 次提交
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由 Mikael Emtinger 提交于
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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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由 Mr.doob 提交于
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由 Mikael Emtinger 提交于
Added functions for getPosition(), getColumnX(), getColumnY() and getColumnZ() to easier access the different components of the matrix.
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- 12 4月, 2011 16 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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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
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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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由 Mr.doob 提交于
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由 alteredq 提交于
For the moment it handles Basic, Lambert and Phong. As with other custom properties, this should be persistent, saved into blend file.
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由 alteredq 提交于
Made mesh colliders exported from Blender invisible in scene. Added handling of meshes with multiple materials in scenes (for the moment just by using MeshFaceMaterial where real materials come from model JSON).
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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- 11 4月, 2011 16 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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 sroucheray 提交于
Add --unminified optional parameter to the build.py, useful when developing without modifying the build script itself Add an Ant build.xml file : another way to launch different pre-configured builds
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Some white space clean up.
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由 Mr.doob 提交于
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由 alteredq 提交于
Also changed autoForward in QuakeCamera not to interfere with backwards direction. Tweaked a bit minecraft AO demo, using extra power for more cubes.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo. Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts. Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off. Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing). Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
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- 10 4月, 2011 3 次提交