- 22 3月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Merging with alteredq's branch.
-
- 21 3月, 2011 4 次提交
- 18 3月, 2011 1 次提交
-
-
由 Mr.doob 提交于
Not sure about Firefox 4/Opera compatibility...
-
- 17 3月, 2011 3 次提交
- 16 3月, 2011 2 次提交
- 15 3月, 2011 6 次提交
-
-
由 alteredq 提交于
-
由 alteredq 提交于
Enabled by "useConstantSpeed" parameter. This is done by creating new spline which resamples original spline proportionally to linear-piece-wise integrated length of segments of the original spline. It's not perfect, but speed-wise it should be better, especially when the original spline has very different lengths of segments. New spline may have a bit different shape though (Catmull-Rom spline guarantees that it will pass through control points, but with more dense control points it may get kinks in between). You may control density of resampling by "resamplingCoef" parameter of the PathCamera.
-
由 Mr.doob 提交于
-
由 alteredq 提交于
No more need for manual update hack. Problems with keeping constant speed are still there. Added debug particles sampled along the spline - seems problems come from spline, samples have weird distribution.
-
由 Mr.doob 提交于
-
由 alteredq 提交于
Thanks to empaempa for the fix.
-
- 14 3月, 2011 1 次提交
-
-
由 alteredq 提交于
PathCamera automatically follows path passing through waypoints (interpolated via Catmull-Rom spline). View angles can be constrained and controlled by mouse. Work in progress, there are still some issued to be solved (constant movement speed, broken automatic update, broken frustum culling).
-
- 11 3月, 2011 1 次提交
-
-
由 Mr.doob 提交于
-
- 10 3月, 2011 2 次提交
- 09 3月, 2011 5 次提交
-
-
由 alteredq 提交于
These are stored in "material.map.sourceFile".
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Texture sets needsUpdate to true for <canvas> elements by default (webgl_objconvert_test.html seems to be randomly affected by this).
-
由 alteredq 提交于
Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
-
- 07 3月, 2011 6 次提交
-
-
由 alteredq 提交于
Thanks to empaempa for spotting this ;)
-
由 alteredq 提交于
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
-
由 alteredq 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default. New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing). (doing documentation is indeed turning out to be useful)
-
由 alteredq 提交于
-
- 06 3月, 2011 6 次提交
- 05 3月, 2011 2 次提交