- 30 12月, 2012 2 次提交
- 22 12月, 2012 1 次提交
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由 Ben Houston 提交于
use switch statements in Vector2/3/4.getComponents()/setComponents() based on it being 5-10x faster than index-to-name based on benchmark_vector3components.html
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- 21 12月, 2012 3 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
inline Vector2/3/4/Quaternion.length()/lengthSq() and optimize Vector2/3/4.setLength() with unit test coverage.
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由 Ben Houston 提交于
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- 20 12月, 2012 1 次提交
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由 Ben Houston 提交于
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- 04 12月, 2012 1 次提交
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由 Ben Houston 提交于
fixed #2728, Moved geometry primitives out of src/core into src/math. src/core is now exclusive scene primitives.
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- 03 12月, 2012 4 次提交
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由 alteredq 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
Vector2: setX, setY, Vector4: setX, setY, setZ, equals. Unit tests for Vector2, Vector3 and Vector4.
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由 Ben Houston 提交于
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- 02 12月, 2012 1 次提交
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由 Ben Houston 提交于
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- 19 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 18 8月, 2012 1 次提交
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由 apendua 提交于
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- 23 4月, 2012 1 次提交
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由 WestLangley 提交于
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- 10 3月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 2月, 2012 1 次提交
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由 alteredq 提交于
Also trying to make a bit nicer UVs for ExtrudeGeometry / TextGeometry.
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- 21 1月, 2012 1 次提交
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由 alteredq 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 11 9月, 2011 1 次提交
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由 alteredq 提交于
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- 27 8月, 2011 1 次提交
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由 Mr.doob 提交于
Some clean up on Vector* constructors. Added UV::clone.
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- 03 8月, 2011 2 次提交
- 27 7月, 2011 1 次提交
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由 pushmatrix 提交于
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- 01 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 31 5月, 2011 1 次提交
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由 Eberhard Gräther 提交于
reworked Vector classes, no change in API, reordered methods, divide-by-zero prevention, removed use of .set() in methods for better performance
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- 28 2月, 2011 1 次提交
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 26 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 18 2月, 2011 1 次提交
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由 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.
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- 17 2月, 2011 1 次提交
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由 alteredq 提交于
Otherwise things are very much work in progress, expect everything to be broken.
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- 17 11月, 2010 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Julian Walker 提交于
* Changed THREE.Vertex.positionScreen from a Vector3 to a Vector4 to support clipping.
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- 16 11月, 2010 1 次提交
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由 Julian Walker 提交于
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- 29 10月, 2010 1 次提交
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由 Mr.doob 提交于
* Minor fixes (Geometry normal calculation) * Isolated Matrix3 code into `Matrix3.js` * README and TODO updated
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- 30 9月, 2010 1 次提交
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由 mindlapse 提交于
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- 27 9月, 2010 1 次提交
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由 Ben Nolan 提交于
* Added getCenter to Face4
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- 17 7月, 2010 1 次提交
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由 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
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- 14 7月, 2010 1 次提交
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由 Mr.doob 提交于
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