- 01 6月, 2016 19 次提交
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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
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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
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由 Mr.doob 提交于
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由 Sandro Martis 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
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由 Ben Houston (Clara.io) 提交于
* add auto-builder. * do an initial build when watching. * add include directory in build-watch. * incorporate zz85's suggestions.
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由 Mr.doob 提交于
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由 Juan Jose Luna Espinosa 提交于
* Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial * Water shader works with texture heightmap * Added GPUComputationRenderer, I'm about to test it * GPUComputationRenderer works with water simulation * Interaction with mouse * Added water viscosity, simple geometry for mouse picking * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring. * Code revisison, added comments and explanations. Inverted mouse Y coord. * Added GUI controls for some water parameters. * Commencing conversion of birds gpu demo to GPUComputationRenderer * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it. * Solved mouse bug. * Optimized smoothWater(), renamed some GPUComputationRenderer methods. * Substituted old bird gpu implementation. Preparing for new demo. * Removing old SimulationRenderer * GPU protoplanets demo started. Minor tweaks in the other demos * Starting to implement the particle demo * $th component of texture now is usable. It was the GPUComputationRenderer pass-through fragment shader. Next thing to do is use a texture that contains (vx, vy, vz, mass). * Particles already move. Next is gravity interaction. * Gravity interaction done. Next is particle collision and aggregation. * Particle collision works * Added gui * Some minor adjustments * Added the two new demos to the list of examples
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 31 5月, 2016 3 次提交
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由 aardgoose 提交于
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由 rfm1201 提交于
In the actions array of the Path, the last elements of the args array need to be the x and y of the last point of the segment added to the path. Not the case with splineThru => cause an exception if you add an other segment after the pline (without a moveTo). Used the same trick as absellipse does.
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由 Luis Arturo Pacheco 提交于
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- 30 5月, 2016 3 次提交
- 29 5月, 2016 1 次提交
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由 rfm1201 提交于
the updateArcLengths in CurvePath must clear the local cache, cacheLengths
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- 28 5月, 2016 9 次提交
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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
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由 Mr.doob 提交于
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由 Olivier Chatry 提交于
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由 aardgoose 提交于
Add Mesh.copy() to fix this.
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由 Ben Houston (Clara.io) 提交于
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由 aardgoose 提交于
white space and a few method tags
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- 27 5月, 2016 3 次提交
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由 Mr.doob 提交于
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由 Jonne Nauha 提交于
Inherited material is overwritten if 'usemtl' declaration is encountered after the object starts but prior to next object start. Exception to this is when faces have been declared to the inherited material, to keep MultiMaterial in sync. Fixes #8792 and #8871.
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由 Michael Herzog 提交于
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- 26 5月, 2016 2 次提交