- 13 3月, 2014 2 次提交
- 12 3月, 2014 3 次提交
- 11 3月, 2014 1 次提交
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由 Mr.doob 提交于
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- 09 3月, 2014 1 次提交
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由 Mr.doob 提交于
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- 22 2月, 2014 1 次提交
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由 Mr.doob 提交于
centroid was originally used by CanvasRenderer, now that it computes it as needed we don't need the bloat anymore.
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- 17 8月, 2013 1 次提交
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由 Mr.doob 提交于
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- 24 7月, 2013 2 次提交
- 04 12月, 2012 1 次提交
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由 Mr.doob 提交于
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- 17 10月, 2012 1 次提交
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由 alteredq 提交于
Very much work-in-progress. This is going to take a while. Besides export being tedious by itself, I keep finding many things elsewhere in the codebase that need to be changed or fixed for something like this to work at all.
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- 15 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 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 1 次提交
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由 Mr.doob 提交于
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- 05 7月, 2012 1 次提交
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由 alteredq 提交于
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- 26 6月, 2012 1 次提交
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由 Mr.doob 提交于
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- 14 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 13 4月, 2012 1 次提交
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由 Mr.doob 提交于
(Phewww!) I'm sure there are still things I missed...
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- 28 3月, 2012 1 次提交
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由 Mr.doob 提交于
Fixed all the examples that used PlaneGeometry except webgl_terrain_dynamic.html (not sure what's going on :S).
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- 03 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 10 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 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 21 3月, 2011 3 次提交
- 16 3月, 2011 1 次提交
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由 Mr.doob 提交于
Added geometries example (need to add Lathe one). Fixed Cylinder.
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- 02 3月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer: renamed geometryChunks to geometryGroups :P
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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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- 30 12月, 2010 1 次提交
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由 Szymon Nowak 提交于
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- 08 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 03 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 02 12月, 2010 1 次提交
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由 alteredq 提交于
The most tangible practical effect is that demos with multiple Lucys / Walts are now initialized much faster ;). Reuse is achieved mostly by moving mesh chunks / VBOs (formerly called materialFaceGroups) from Mesh into Geometry. This means sorting of geometry by face materials + breaking large geometries into chunks now has to be done after construction of geometry. It becomes a step in the usual sequence: geometry.computeNormals(); geometry.computeCentroids(); geometry.sortFacesByMaterial(); If geometry is constructed programmatically (e.g. with GeometryUtils.merge), this has to be called afterwards. Also of note: single geometry cannot be reused both for flat and smooth shading, as only one stream of normals is baked into VBO.
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- 12 11月, 2010 1 次提交
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由 Mr.doob 提交于
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