- 24 6月, 2015 1 次提交
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由 Mr.doob 提交于
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- 23 4月, 2015 1 次提交
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由 Max Strater 提交于
See issue #6444. Solved by WestLangley.
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- 14 4月, 2015 1 次提交
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由 Ben Adams 提交于
Cache currently bound and active textures and move texture binds to WebGLState
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- 10 4月, 2015 2 次提交
- 06 4月, 2015 1 次提交
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由 brason 提交于
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- 20 2月, 2015 1 次提交
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由 Mr.doob 提交于
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- 28 11月, 2014 1 次提交
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由 Mr.doob 提交于
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- 30 10月, 2014 1 次提交
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由 Mr.doob 提交于
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- 22 10月, 2014 1 次提交
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由 Mr.doob 提交于
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- 16 10月, 2014 3 次提交
- 01 10月, 2014 1 次提交
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由 Mr.doob 提交于
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- 23 9月, 2014 1 次提交
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由 Mr.doob 提交于
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- 30 6月, 2014 1 次提交
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由 Mr.doob 提交于
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- 19 6月, 2014 1 次提交
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由 Mr.doob 提交于
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- 15 5月, 2014 1 次提交
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由 Mr.doob 提交于
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- 31 12月, 2013 1 次提交
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由 Mr.doob 提交于
Sadly I don’t know how how to maintain backwards compatibility in a nice way. Nor show a deprecated message :/
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- 19 11月, 2013 1 次提交
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由 WestLangley 提交于
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- 18 11月, 2013 4 次提交
- 05 11月, 2013 1 次提交
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由 Mr.doob 提交于
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- 01 11月, 2013 1 次提交
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由 Mr.doob 提交于
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- 21 9月, 2013 1 次提交
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由 WestLangley 提交于
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- 23 1月, 2013 1 次提交
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由 Mr.doob 提交于
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- 04 1月, 2013 1 次提交
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由 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.
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- 30 12月, 2012 1 次提交
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由 alteredq 提交于
Fixed inconsistent precision for lensflares and sprites shaders causing troubles on mobile (thanks to @phoboslab). See #2769
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- 24 12月, 2012 1 次提交
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由 Mr.doob 提交于
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- 22 11月, 2012 1 次提交
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由 alteredq 提交于
Removed internal variables _projectionMatrixArray and _viewMatrixArray from WebGLRenderer and render plugins. These are not needed anymore as matrix elements are directly usable for uniforms.
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- 20 11月, 2012 2 次提交
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由 alteredq 提交于
Renamed SpriteMaterial properties: affectedByDistance => sizeAttenuation, mergeWith3D => depthTest. Added support for SpriteMaterial.depthWrite. SpriteMaterial should be now more consistent with other materials.
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由 alteredq 提交于
See discussion in https://github.com/alteredq/three.js/commit/73922dc797557132a36de1418c78f755185a3a53
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- 17 11月, 2012 1 次提交
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由 alteredq 提交于
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- 16 11月, 2012 1 次提交
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由 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)
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- 02 11月, 2012 1 次提交
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由 alteredq 提交于
Fixes #2581
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- 23 10月, 2012 1 次提交
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由 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.
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- 16 10月, 2012 1 次提交
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由 alteredq 提交于
See discussion in #491
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- 15 10月, 2012 1 次提交
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由 Mr.doob 提交于
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