- 06 11月, 2013 1 次提交
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由 Mr.doob 提交于
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- 16 1月, 2013 1 次提交
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由 Mr.doob 提交于
ShaderUtils relied on ShaderChunks so this created troubles when trying to use three-canvas and three-extras. Besides, better to keep a single library of shaders.
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- 02 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 20 8月, 2012 1 次提交
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由 alteredq 提交于
All examples should work now. The only weird thing seems to be that for some reason bone texture doesn't like to be assigned to arbitrary texture unit (or more precisely to alternating texture units). See #2340
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- 15 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 07 8月, 2012 1 次提交
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由 alteredq 提交于
Some material things are still broken, need to investigate.
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- 04 8月, 2012 3 次提交
- 15 6月, 2012 1 次提交
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由 alteredq 提交于
This thing is neverending story ...
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- 22 4月, 2012 1 次提交
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- 21 4月, 2012 1 次提交
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由 Mr.doob 提交于
Anaglyph and ParallaxBarrier could also be merged somehow, as the only change is the fragment shader.
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- 30 3月, 2012 1 次提交
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由 Mr.doob 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Except special cases like 3d renderers and cube cameras all examples should be now without warnings.
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 10月, 2011 1 次提交
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由 alteredq 提交于
Hope so ... looks kinda ok, don't have red-blue glasses.
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 10月, 2011 2 次提交
- 05 10月, 2011 1 次提交
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由 alteredq 提交于
CrosseyedRenderer is a hack, camera must have target :S.
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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras. Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
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- 21 9月, 2011 2 次提交
- 13 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 7月, 2011 1 次提交
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由 Mr.doob 提交于
Fixed examples that were using them.
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- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 6月, 2011 2 次提交
- 09 4月, 2011 2 次提交
- 02 3月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer: renamed geometryChunks to geometryGroups :P
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- 28 2月, 2011 1 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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- 24 2月, 2011 1 次提交
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由 alteredq 提交于
That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
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- 23 2月, 2011 1 次提交
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由 Mr.doob 提交于
build/Three.js - Includes all renderers + extras build/custom/ThreeCanvas.js - Canvas renderer only build/custom/ThreeDOM.js - DOM renderer only build/custom/ThreeSVG.js - SVG renderer only build/custom/ThreeWebGL.js - WebGL renderer only build/custom/ThreeExtras.js - Extras only Moved `THREE.Detector.js` to `examples/js/Detector.js`. Updated examples to reflect these changes.
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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Renamed examples.
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- 14 2月, 2011 1 次提交
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由 alteredq 提交于
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- 13 2月, 2011 1 次提交
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由 alteredq 提交于
That was painful; hopefully since now it should be easier to have it in every WebGL example. It's enough to add one line (ideally as the first thing that gets executed): if ( ! THREE.Supports.webgl ) THREE.Supports.addGetWebGLMessage(); This will add message box with default styling centered near top of the window. Optional parameters "parent" and "id" can be specified for further customization and integration with the document, also message DOM element is returned for easier access. var messageElement = THREE.Supports.addGetWebGLMessage( { parent: container, id: "my_message" } ); By default, message is added to document.body and has id "oldie" (can be styled with CSS).
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