- 04 1月, 2012 6 次提交
- 03 1月, 2012 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 alteredq 提交于
I think dev branch should have docs corresponding to dev branch code.
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由 avinoamr 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Shadows should be now done more correctly and also be a bit less fussy. Before RGBA encoded depth maps were getting messed up with blending (that's why everything was extremely sensitive to frustum size). All examples with shadows had to be re-tweaked (shadows now behave differently).
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由 Mr.doob 提交于
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- 02 1月, 2012 10 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Plus added "onUpdate" callback handling also for cube textures.
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由 alteredq 提交于
This is necessary for OpenGL where pow(0,0) is undefined and apparently can be negative, leading to negative specular light (in DirectX you just get zero).
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由 alteredq 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 alteredq 提交于
Also some more refactoring in IcosahedronGeometry and tweaks to geometries example.
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- 01 1月, 2012 3 次提交
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由 Laurent Bédubourg 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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- 31 12月, 2011 4 次提交
- 28 12月, 2011 4 次提交
- 27 12月, 2011 4 次提交