1. 21 9月, 2011 1 次提交
  2. 13 9月, 2011 1 次提交
  3. 06 9月, 2011 1 次提交
  4. 01 9月, 2011 1 次提交
    • A
      Added MaskPass to postprocessing and clearTarget to WebGLRenderer. · 59bfd811
      alteredq 提交于
      Masking was real pain to get working with multiple render targets :/.
      
      Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
      59bfd811
  5. 31 8月, 2011 1 次提交
  6. 30 8月, 2011 1 次提交
  7. 29 8月, 2011 2 次提交
  8. 14 6月, 2011 1 次提交
  9. 09 4月, 2011 3 次提交
  10. 05 4月, 2011 1 次提交
  11. 02 4月, 2011 1 次提交
  12. 31 3月, 2011 1 次提交
  13. 28 3月, 2011 1 次提交
  14. 25 3月, 2011 1 次提交
  15. 21 3月, 2011 1 次提交
  16. 09 3月, 2011 2 次提交
    • A
      Added FileAPI to Detector. · 4c596479
      alteredq 提交于
      Also for the moment reverted autoupdate of canvas based textures. This breaks things and proper fix seems to require more efforts :(
      4c596479
    • A
      Brought back bloom. · c61f89ba
      alteredq 提交于
      Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
      c61f89ba
  17. 07 3月, 2011 1 次提交
    • A
      Cleaned up a bit WebGLRenderer. · 2294094a
      alteredq 提交于
      Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default.
      
      New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing).
      
      (doing documentation is indeed turning out to be useful)
      2294094a
  18. 28 2月, 2011 1 次提交
    • A
      Refactored everything to use CamelCase naming for properties. Plus some... · cf2e8c1b
      alteredq 提交于
      Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there.
      
      Went through all examples, all should work.
      
      JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
      cf2e8c1b
  19. 26 2月, 2011 1 次提交
  20. 24 2月, 2011 1 次提交
    • A
      Textures are now updateable. · cff95a11
      alteredq 提交于
      That was much tougher than expected. No wonder other WebGL video demos around the web are broken.
      
      Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky.
      
      Please report if something got broken. I tried to go through all textured examples but I may have missed something.
      
      If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of).
      
      Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken).
      
      "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
      cff95a11
  21. 23 2月, 2011 1 次提交
    • M
      Changed build setup: · fef3c084
      Mr.doob 提交于
      	build/Three.js - Includes all renderers + extras
      	build/custom/ThreeCanvas.js - Canvas renderer only
      	build/custom/ThreeDOM.js - DOM renderer only
      	build/custom/ThreeSVG.js - SVG renderer only
      	build/custom/ThreeWebGL.js - WebGL renderer only
      	build/custom/ThreeExtras.js - Extras only
      
      Moved `THREE.Detector.js` to `examples/js/Detector.js`.
      
      Updated examples to reflect these changes.
      fef3c084
  22. 22 2月, 2011 1 次提交
  23. 20 2月, 2011 4 次提交
  24. 19 2月, 2011 1 次提交
    • A
      Added Ribbon object. · e151ff39
      alteredq 提交于
      It provides a lean way how to render TRIANGLE_STRIP primitives: needs just n+2 vertices for n triangles (one Ribbon = one strip). There are no faces, no indices, everything is rendered in one simple drawArray call.
      
      Vertex colors are supported, normals not yet.
      e151ff39