1. 06 11月, 2013 1 次提交
  2. 16 1月, 2013 1 次提交
  3. 02 10月, 2012 1 次提交
  4. 20 8月, 2012 1 次提交
  5. 15 8月, 2012 1 次提交
  6. 07 8月, 2012 1 次提交
  7. 04 8月, 2012 3 次提交
  8. 15 6月, 2012 1 次提交
  9. 22 4月, 2012 1 次提交
  10. 21 4月, 2012 1 次提交
  11. 30 3月, 2012 1 次提交
  12. 27 12月, 2011 1 次提交
  13. 29 11月, 2011 1 次提交
  14. 25 10月, 2011 1 次提交
  15. 23 10月, 2011 1 次提交
  16. 15 10月, 2011 1 次提交
  17. 06 10月, 2011 2 次提交
  18. 05 10月, 2011 1 次提交
  19. 02 10月, 2011 1 次提交
    • M
      Fixed the rest of the examples. · ad31ff12
      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.
      ad31ff12
  20. 21 9月, 2011 2 次提交
  21. 13 9月, 2011 1 次提交
  22. 06 9月, 2011 1 次提交
  23. 03 7月, 2011 1 次提交
  24. 14 6月, 2011 1 次提交
  25. 01 6月, 2011 2 次提交
  26. 09 4月, 2011 2 次提交
  27. 02 3月, 2011 1 次提交
  28. 28 2月, 2011 1 次提交
    • A
      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      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?
      cf2e8c1b
  29. 24 2月, 2011 1 次提交
    • A
      Textures are now updateable. · cff95a11
      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).
      cff95a11
  30. 23 2月, 2011 1 次提交
    • M
      Changed build setup: · fef3c084
      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.
      fef3c084
  31. 22 2月, 2011 1 次提交
  32. 20 2月, 2011 1 次提交
  33. 14 2月, 2011 1 次提交
  34. 13 2月, 2011 1 次提交
    • A
      Added centralized message for non-WebGL-compatible browser to majority of examples. · 29cf97ee
      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).
      29cf97ee