1. 24 6月, 2015 1 次提交
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  16. 31 12月, 2013 1 次提交
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  22. 23 1月, 2013 1 次提交
  23. 04 1月, 2013 1 次提交
    • M
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub,... · b062fee8
      Mr.doob 提交于
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860.
      Good thing we have a ton of examples to make sure nothing is broken. The unit tests also helped. However, I suspect I've left something unchanged.
      b062fee8
  24. 30 12月, 2012 1 次提交
  25. 24 12月, 2012 1 次提交
  26. 22 11月, 2012 1 次提交
  27. 20 11月, 2012 2 次提交
  28. 17 11月, 2012 1 次提交
  29. 16 11月, 2012 1 次提交
    • A
      Refactored enabling / disabling of attributes in WebGLRenderer. · 8736f3b3
      alteredq 提交于
      Before attributes were enabled just once, when creating a new program and then they were never disabled (with exception of UVs).
      
      Now before rendering of the object existing enabled attributes are disabled and attributes required by program are enabled (these GL state changes are cached so they happen only when active geometry or material changes inside a frame).
      
      There is still some gray zone for more exotic rendering methods (immediate render objects and render plugins do not disable outstanding enabled attributes, they just enable attributes they need) but we'll address these if they start to make problems.
      
      Performance seems to be ok, at least for current examples, though there may be some use cases which could get dramatically slower with these changes (before optimizations naive attribute disabling / enabling every time halved the framerate in performance stress test).
      
      Fixes #2633 (hope so)
      8736f3b3
  30. 02 11月, 2012 1 次提交
  31. 23 10月, 2012 1 次提交
    • A
      Added support for fog to Sprites. · 9c3194b9
      alteredq 提交于
      Just set "sprite.fog = true" to get scene fog working on the sprite.
      
      Internally, implementation is a bit different than for other objects: because there is just a single material for all Sprites, fog is always compiled into the shader and it's turned on/off (or fog type is changed) via uniform.
      9c3194b9
  32. 16 10月, 2012 1 次提交
  33. 15 10月, 2012 1 次提交
    • M
      r52 · fc70bb9b
      Mr.doob 提交于
      fc70bb9b