- 24 2月, 2012 9 次提交
- 23 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2012 14 次提交
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由 Mr.doob 提交于
Added Vector3.absoluteToRelative and Vector3.relativeToAbsolute. Thanks to @G3z for the initial suggestion. Thanks to @em for the naming hint. Fixes #1043.
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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 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
Inverse mask effect stopped working as it depended on buggy stencil buffer being always turned on due to spelling error (which got fixed recently).
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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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- 20 2月, 2012 7 次提交
- 18 2月, 2012 2 次提交
- 17 2月, 2012 1 次提交
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由 alteredq 提交于
Not sure it's really correct, it's kinda hard to tell. Also made stress test more fancy and heavy. It's interesting how antialiasing increases performance difference for more complex materials.
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- 16 2月, 2012 6 次提交
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由 alteredq 提交于
Also some shaders refactoring. Still todo: doubleSided handling for reflections / refractions.
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由 alteredq 提交于
As per discussion in #1324
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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
This fixes geometry tessellation example (before TextGeometry by default was having UVs defined for just a subset of faces).
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