- 14 2月, 2012 1 次提交
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由 alteredq 提交于
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- 10 2月, 2012 1 次提交
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由 alteredq 提交于
Seems horse model was wrong, it had one extra frame at the end (almost identical to the first frame), which caused our animation playback code to be incorrect in order to accommodate for this. Side-effect was that two frame animations were completely broken. Bah.
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- 09 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 07 2月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1256
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- 04 2月, 2012 2 次提交
- 01 2月, 2012 1 次提交
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由 alteredq 提交于
Default computation of morph normals for all models with morphs was taking unnecessary time and memory. Also made it less resource intensive to recompute morph normals.
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- 31 1月, 2012 3 次提交
- 30 1月, 2012 3 次提交
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由 alteredq 提交于
As per discussion in #1207
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由 alteredq 提交于
As per discussion in #1201
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由 alteredq 提交于
Shadow cascades should be now a bit more under control. Cascades can't be active together with multiple separate shadows, it's either one or the other. For this there is `renderer.shadowMapCascade` parameter. Made colored shadow frustum debug visibility toggleable via `renderer.shadowMapDebug` parameter. Fixed runaway globals in ShadowMapPlugin. Fixed missing Gyroscope dependency in WebGL lib build.
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- 28 1月, 2012 1 次提交
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由 alteredq 提交于
This should make it work with cameras having parents other than scene root.
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- 22 1月, 2012 1 次提交
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由 Mr.doob 提交于
Added a silly check on Object3D.add(). It's a quick check and it avoids enless recursivity making the browser silently hang.
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- 21 1月, 2012 1 次提交
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由 alteredq 提交于
Not sure about this hardcoded epsilon thing for "isZero", also related strict equality check. Maybe these should be configurable somehow.
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- 20 1月, 2012 4 次提交
- 19 1月, 2012 3 次提交
- 17 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 16 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 13 1月, 2012 1 次提交
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由 alteredq 提交于
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- 12 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 11 1月, 2012 2 次提交
- 10 1月, 2012 2 次提交
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由 alteredq 提交于
After shadow mapping fixes orthographic shadow projection finally started to work. Work in progress. Still need to figure out some way to set up shadow camera automagically with respect to the actual camera (so that whole scene is shadowed when the camera moves). For the moment shadow camera needs to be handled manually (like for SpotLight).
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由 alteredq 提交于
As per discussion here: https://github.com/alteredq/three.js/commit/835b57addaf328412b61a2b644ff5efd7fe6d25e
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- 07 1月, 2012 2 次提交
- 06 1月, 2012 3 次提交
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由 alteredq 提交于
This should allow to have spotlights as a parts of hierarchy.
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由 alteredq 提交于
Sidenote: these extra verbose Closure warnings are starting to pay off - I keep catching subtle bugs (like missing dependencies in rarely used code corners).
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由 alteredq 提交于
This allows to have different shadow map parameters for different lights, also it's easier to access parameters for tweaking / debugging. Changes: renderer.shadowMapWidth => spotLight.shadowMapWidth renderer.shadowMapHeight => spotLight.shadowMapHeight renderer.shadowMapBias => spotLight.shadowBias renderer.shadowMapDarkness => spotLight.shadowDarkness renderer.shadowCameraNear => spotLight.shadowCameraNear renderer.shadowCameraFar => spotLight.shadowCameraFar renderer.shadowCameraFov => spotLight.shadowCameraFov Also added new uniform type "v2v" for array of Vector2 (to support per-light sizes of shadow maps).
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- 05 1月, 2012 1 次提交
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由 alteredq 提交于
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- 04 1月, 2012 2 次提交