1. 31 8月, 2011 2 次提交
  2. 30 8月, 2011 3 次提交
  3. 29 8月, 2011 8 次提交
  4. 27 8月, 2011 2 次提交
  5. 25 8月, 2011 2 次提交
  6. 23 8月, 2011 2 次提交
  7. 22 8月, 2011 6 次提交
  8. 21 8月, 2011 2 次提交
  9. 16 8月, 2011 1 次提交
  10. 14 8月, 2011 3 次提交
  11. 13 8月, 2011 3 次提交
    • A
    • A
      Added UTF8 format loader and example. · d5a54e0a
      alteredq 提交于
      Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code).
      
      Use UTF8 format with caution, it is very neat but has quite a few limitations:
      
       - number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less)
       - models must have normals and texture coordinates
       - texture coordinates must be only from <0,1>
       - no materials support yet
       - models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
      d5a54e0a
    • A
      Rebuild libs. · 822b52e0
      alteredq 提交于
      822b52e0
  12. 12 8月, 2011 1 次提交
  13. 11 8月, 2011 1 次提交
    • M
      * Simplified THREE.Color. · 0b910d7c
      Mr.doob 提交于
      * Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
      0b910d7c
  14. 08 8月, 2011 1 次提交
  15. 06 8月, 2011 1 次提交
  16. 05 8月, 2011 1 次提交
  17. 04 8月, 2011 1 次提交