- 21 9月, 2011 4 次提交
- 20 9月, 2011 1 次提交
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由 alteredq 提交于
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- 17 9月, 2011 1 次提交
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由 alteredq 提交于
Also removed unused material Sprite parameter.
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- 16 9月, 2011 1 次提交
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由 alteredq 提交于
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- 14 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 9月, 2011 1 次提交
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由 alteredq 提交于
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- 10 9月, 2011 3 次提交
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由 alteredq 提交于
Also shortened a life cycle for particles in shapes example. Still it gets about 10 fps slower with time :/
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由 alteredq 提交于
No need to computer Beckmann texture every frame, once is enough.
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由 alteredq 提交于
Added renderer.getClearAlpha. Extended RenderPass to be able to use custom alpha clear. Fixed UVs in UTF8Loader.
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- 09 9月, 2011 2 次提交
- 08 9月, 2011 5 次提交
- 07 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 7 次提交
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由 Mr.doob 提交于
Fixed GeometryUtils.merge (normals and centroids weren't being multiplied) Fixed misc_lookat and misc_ubiquity_test examples.
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由 Mr.doob 提交于
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由 alteredq 提交于
This allows, for example, better integration of additively blended materials with a regular scene. Not to be confused with depthTest (which controls complete access to depth buffer, including reading). Also messed up a bit with particle emitter example.
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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
Simplified `Trident`. Added `setX`, `setY`, `setZ` methods to `Vector3`. They're handy for oneliners (see `CylinderGeometry`).
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- 05 9月, 2011 3 次提交
- 04 9月, 2011 8 次提交
- 03 9月, 2011 2 次提交