- 25 9月, 2012 2 次提交
- 15 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 04 8月, 2012 2 次提交
- 06 7月, 2012 1 次提交
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由 alteredq 提交于
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- 15 6月, 2012 1 次提交
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由 alteredq 提交于
This should be the last one. The only ones left should be "webgl_postprocessing" and "webgl_postprocessing_dof" where I got stuck.
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- 21 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Except special cases like 3d renderers and cube cameras all examples should be now without warnings.
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- 11 12月, 2011 1 次提交
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由 alteredq 提交于
As per @toji's "don't lie to WebGL about your format" recommendations in WebGL Camp 4 talk (http://media.tojicode.com/webglCamp4/#19).
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
CrosseyedRenderer is a hack, camera must have target :S.
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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras. Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
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- 21 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 9月, 2011 1 次提交
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由 alteredq 提交于
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was. Gained about 10 fps in performance test, and that was for for loop iterating over single property. Also fixed broken examples with postprocessing.
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- 31 8月, 2011 2 次提交
- 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
- 03 4月, 2011 1 次提交
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由 alteredq 提交于
Hope it's the last one. Also here performance is ok.
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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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