- 23 9月, 2016 11 次提交
-
-
由 Brian Chirls 提交于
- Move computation from fragment shader to vertex shader wherever possible - Eliminate some dead shader code and comments - Fix spelling of "Rayleigh"
-
由 Mr.doob 提交于
-
由 Rich Tibbett 提交于
-
由 Michael Herzog 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Eric Berberich 提交于
issue #9739
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Brian Chirls 提交于
-
由 Brian Chirls 提交于
-
- 22 9月, 2016 8 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Brian Chirls 提交于
The spec has been updated so that `requestPresent` can accept empty arrays for `leftBounds` and `rightBounds`. Though Chromium returns `null` for these properties by default, Firefox returns empty arrays, and there is a proposal to make those non-nullable. This patch should fix rendering for Firefox, which is currently broken. For reference: https://github.com/w3c/webvr/issues/95 https://github.com/w3c/webvr/issues/89
-
由 Mr.doob 提交于
-
由 Brian Chirls 提交于
The spec has been updated so that `requestPresent` can accept empty arrays for `leftBounds` and `rightBounds`. Though Chromium returns `null` for these properties by default, Firefox returns empty arrays, and there is a proposal to make those non-nullable. This patch should fix rendering for Firefox, which is currently broken. For reference: https://github.com/w3c/webvr/issues/95 https://github.com/w3c/webvr/issues/89
-
由 Michael Herzog 提交于
-
由 Rich Tibbett 提交于
-
由 Michael Herzog 提交于
* BufferSubdivisionModifier: cleanup * BufferSubdivisionModifier: More cleanup
-
- 21 9月, 2016 3 次提交
-
-
由 Brandon Jones 提交于
They didn't produce correct eye translations in all cases (specifically standing scenes.) This reverted version may not be 100% accurate on future hardware (if the eyes have a rotation component, for example) but it's correct on all current WebVR implementations. That's better than blatantly wrong in some cases. Use of the WebVR-provided projection matricies has been left in, since that was working correctly.
-
由 Paul Masson 提交于
-
由 Rich Tibbett 提交于
Fix Safari glTF rendering issue re: WebGLRenderingContext constant values are not exposed (see: https://github.com/mrdoob/three.js/issues/8973) (#9721)
-
- 20 9月, 2016 3 次提交
-
-
由 Mr.doob 提交于
-
由 Brandon Jones 提交于
They didn't produce correct eye translations in all cases (specifically standing scenes.) This reverted version may not be 100% accurate on future hardware (if the eyes have a rotation component, for example) but it's correct on all current WebVR implementations. That's better than blatantly wrong in some cases. Use of the WebVR-provided projection matricies has been left in, since that was working correctly.
-
由 Michael Herzog 提交于
-
- 18 9月, 2016 1 次提交
-
-
由 Michael Herzog 提交于
-
- 17 9月, 2016 6 次提交
-
-
由 Martin Schuhfuss 提交于
This will unset the current rendertarget of the renderer if no rendertarget is specified to the render()-call.
-
由 Tiago Cardoso 提交于
-
由 Michael Herzog 提交于
-
由 Michael Herzog 提交于
* ParametricBufferGeometry: Inital Commit * ParametricGeometry: cleanup * ParametricGeometry: Correct Format
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
- 16 9月, 2016 8 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Takahiro 提交于
-
由 michaldybizbanski 提交于
Replaced calls to recently removed methods (.GetSrcObjectCount and .GetSrcObject, previously deprecated) with existing variants. See http://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_2A50CD0F_062D_4F80_88C7_BBA0483FBE0F_htm for details
-
由 Ian Kerr 提交于
-
由 Mr.doob 提交于
-