- 21 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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- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 9月, 2011 1 次提交
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由 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.
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- 31 8月, 2011 1 次提交
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由 alteredq 提交于
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- 30 8月, 2011 1 次提交
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由 alteredq 提交于
Not sure yet about names and location of files.
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- 29 8月, 2011 2 次提交
- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 09 4月, 2011 3 次提交
- 05 4月, 2011 1 次提交
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由 alteredq 提交于
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- 02 4月, 2011 1 次提交
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由 alteredq 提交于
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- 31 3月, 2011 1 次提交
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由 Mr.doob 提交于
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
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- 28 3月, 2011 1 次提交
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由 alteredq 提交于
It doesn't have effect there anyway as scene is rendered to FBO without multisampling. Turning antialiasing off here didn't have much effect on performance though (unlike for particles).
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- 25 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 3月, 2011 1 次提交
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由 alteredq 提交于
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- 09 3月, 2011 2 次提交
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由 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 :(
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由 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.
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- 07 3月, 2011 1 次提交
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由 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)
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- 28 2月, 2011 1 次提交
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由 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?
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- 26 2月, 2011 1 次提交
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由 Mr.doob 提交于
Most of the examples or working again as usual. Only `webgl_scene_test.html` and `webgl_ribbons.html` left.
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- 24 2月, 2011 1 次提交
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由 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).
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- 23 2月, 2011 1 次提交
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由 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.
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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 20 2月, 2011 4 次提交
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由 Mr.doob 提交于
Object3D::matrixNeedsToUpdate ⟶ Object3D::matrixNeedsUpdate
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由 Mr.doob 提交于
Renamed examples.
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由 alteredq 提交于
Still with weird error reports in Firefox (though it work despites them).
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由 alteredq 提交于
This is lifted from greggman's ThreeD http://code.google.com/p/threedlibrary/ Also modified ribbons example to show how to use this.
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- 19 2月, 2011 1 次提交
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由 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.
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