1. 30 12月, 2012 2 次提交
  2. 22 12月, 2012 1 次提交
  3. 21 12月, 2012 3 次提交
  4. 20 12月, 2012 1 次提交
  5. 04 12月, 2012 1 次提交
  6. 03 12月, 2012 4 次提交
  7. 02 12月, 2012 1 次提交
  8. 19 8月, 2012 1 次提交
  9. 18 8月, 2012 1 次提交
  10. 23 4月, 2012 1 次提交
  11. 10 3月, 2012 1 次提交
  12. 15 2月, 2012 1 次提交
  13. 21 1月, 2012 1 次提交
  14. 06 10月, 2011 1 次提交
  15. 11 9月, 2011 1 次提交
  16. 27 8月, 2011 1 次提交
  17. 03 8月, 2011 2 次提交
  18. 27 7月, 2011 1 次提交
  19. 01 6月, 2011 1 次提交
  20. 31 5月, 2011 1 次提交
  21. 28 2月, 2011 1 次提交
  22. 26 2月, 2011 1 次提交
  23. 18 2月, 2011 1 次提交
    • A
      A lot of bugfixing and refactoring. · 2ecbe2de
      alteredq 提交于
      - getters/setters are no more in Vector3
        - object hierarchies thus don't use "isDirty"
        - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers
        - even without this, performance of hierarchies went up (a lot)
      
      - objects do not get passed renderer anymore
        - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?)
      
      - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter)
      
      - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different)
      
      - CanvasRender still broken, despite many efforts :(
         - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
      2ecbe2de
  24. 17 2月, 2011 1 次提交
  25. 17 11月, 2010 3 次提交
  26. 16 11月, 2010 1 次提交
  27. 29 10月, 2010 1 次提交
  28. 30 9月, 2010 1 次提交
  29. 27 9月, 2010 1 次提交
  30. 17 7月, 2010 1 次提交
    • M
      * Refactored `CanvasRenderer` (more duplicated code, but easier to handle) · 8f543db1
      Mr.doob 提交于
      * `Face4` now supports `MeshBitmapUVMappingMaterial`
      * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`.
      * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial`
      * `ColorFillMaterial` > `MeshColorFillMaterial`
      * `ColorStrokeMaterial` > `MeshColorStrokeMaterial`
      * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial`
      * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial`
      * `ColorStrokeMaterial` > `LineColorMaterial`
      * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
      8f543db1
  31. 14 7月, 2010 1 次提交