- 30 3月, 2012 14 次提交
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
improved CameraHelper such that it does require to pass camera via .update(camera) if camera is already defined in the object's constructor
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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 Mr.doob 提交于
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由 Mr.doob 提交于
Set WebGLRenderer's default precision back to 'highp'. Added specifier to vertex shader too. Fixes #1602.
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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 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Anyways it wasn't working since we dropped multimaterials.
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由 alteredq 提交于
This white-on-white rendering wasn't really working.
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- 29 3月, 2012 5 次提交
- 28 3月, 2012 2 次提交
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由 Mr.doob 提交于
Fixed all the examples that used PlaneGeometry except webgl_terrain_dynamic.html (not sure what's going on :S).
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由 alteredq 提交于
- removed not anymore existing ro.me specific remains (triggers, mesh colliders and shadow volumes) - added custom properties for setting shadow map casting and receiving, depthWrite, depthTest, blending, doubleSided - using Blender native "transparency" checkbox for setting out "transparent" property - better handling of messed up texture slots
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- 27 3月, 2012 1 次提交
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由 alteredq 提交于
Yet again getting massive performance gains on nontrivial arrays (13 seconds => 0.3 seconds for 26K faces).
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- 26 3月, 2012 7 次提交
- 25 3月, 2012 4 次提交
- 24 3月, 2012 2 次提交
- 23 3月, 2012 4 次提交
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由 zz85 提交于
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由 WestLangley 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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- 21 3月, 2012 1 次提交
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由 Andrei Kopytov 提交于
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