1. 21 7月, 2016 1 次提交
    • S
      Bloom Pass - Inspired from Unreal Engine (#9351) · 22a4c763
      spidersharma03 提交于
      * Bloom Pass Inspired from Unreal
      * Extract Bright Pass
      * Mip Map blur Pass
      * Combine Pass
      
      * resize function in Bloom
      
      resize function in Bloom
      
      * Bug Fixes and a few Changes
      
      * Resize bug fix
      * changed blur filter. Need to reinvestigate, the older blur sometime
      * Changed kernel size. was too big.
      22a4c763
  2. 19 7月, 2016 1 次提交
  3. 18 7月, 2016 1 次提交
    • D
      DRYer texture creation for different map types (#9336) · 5ded961b
      Daniel Hritzkiv 提交于
      * DRYer texture creation for different map types
      
      Noticed there was a fair bit of repetition in each map line case. This pulls the case logic out into a reusable function
      
      This also adds support for texture parameters for specular maps as a result. (Expands on #9311 and #9308)
      
      * Change style of function declaration
      5ded961b
  4. 17 7月, 2016 1 次提交
  5. 16 7月, 2016 1 次提交
  6. 15 7月, 2016 1 次提交
  7. 14 7月, 2016 5 次提交
  8. 13 7月, 2016 2 次提交
    • C
      Options to particleNoiseTex and particleSpriteText (#9324) · 1a7d9e0b
      Claudio Gamboa 提交于
      Added support to options particleNoiseTex and particleSpriteTex. In this way it is possible to load a texture before and use it always in  all instances.  
      
      Dunno if you will agree with this pull request, but the reason to create it is because I'm using a lot of GPUParticleSystem instances and I need to improve all the requests to textures that this component is doing. 
      
      Now I just need to do: 
      ```js 
      // .... 
      var textureLoader = new THREE.TextureLoader();
      var particleNoiseTex = textureLoader.load("images/perlin-512.png");
      var particleSpriteTex = textureLoader.load("images/particle2.png");
      
      // ... 
      // each time I need to instance GPUParticleSystem 
      
      	var particleSystem = new THREE.GPUParticleSystem({
      			maxParticles: 200,
      			particleNoiseTex: particleNoiseTex, 
         			particleSpriteTex: particleSpriteTex
      		});
      // .... 
      ```
      1a7d9e0b
    • W
      Updated clippingPlanes default value in docs (#9322) · 1552dea8
      Wilt 提交于
      Updated `clippingPlanes` default value in docs
      From `[]` to `null`
      1552dea8
  9. 12 7月, 2016 1 次提交
    • J
      MTLLoader: Support for texture parameters (#9311) · dfc2b26f
      Jan Hammerschmidt 提交于
      * MTLLoader: Support for texture parameters
      
       -s u v w for scale (w is ignored)
       -o u v w for offset (w is ignored)
       -bm s for bumpmap scale
      
      * Fix positional argument to get bumpmap scale
      
      * Trim texture url to prevent trailing spaces
      
      * Fix calls to getTextureParams (pass material parameters)
      
      * Add missing 'var's
      dfc2b26f
  10. 10 7月, 2016 1 次提交
  11. 09 7月, 2016 1 次提交
  12. 08 7月, 2016 5 次提交
  13. 07 7月, 2016 3 次提交
  14. 06 7月, 2016 4 次提交
    • P
      Add iOS workaround to documentation pages (#9280) · 759f45bb
      Paul Masson 提交于
      * Add iOS workaround to BoxBufferGeometry
      
      * Add iOS workaround to CircleBufferGeometry
      
      * Add iOS workaround to CircleGeometry
      
      * Add iOS workaround to ConeBufferGeometry
      
      * Add iOS workaround to ConeGeometry
      
      * Add iOS workaround to CylinderBufferGeometry
      
      * Add iOS workaround to CylinderGeometry
      
      * Add iOS workaround to DodecahedronGeometry
      
      * Add iOS workaround to IcosahedronGeometry
      
      * Add iOS workaround to LatheBufferGeometry
      
      * Add iOS workaround to LatheGeometry
      
      * Add iOS workaround to OctahedronGeometry
      
      * Add iOS workaround to PlaneBufferGeometry
      
      * Add iOS workaround to PlaneGeometry
      
      * Add iOS workaround to RingBufferGeometry
      
      * Add iOS workaround to RingGeometry
      
      * Move header for consistency
      
      * Add iOS workaround to SphereBufferGeometry
      
      * Add iOS workaround to SphereGeometry
      
      * Add iOS workaround to TetrahedronGeometry
      
      * Add iOS workaround to TextGeometry
      
      * Add iOS workaround to TorusBufferGeometry
      
      * Add iOS workaround to TorusGeometry
      
      * Add iOS workaround to TorusKnotBufferGeometry
      
      * Add iOS workaround to TorusKnotGeometry
      
      * Add iOS workaround to SkinnedMesh
      
      * Add iOS workaround to MeshBasicMaterial
      
      * Add iOS workaround to MeshDepthMaterial
      
      * Add iOS workaround to MeshLambertMaterial
      
      * Add iOS workaround to MeshNormalMaterial
      
      * Add iOS workaround to MeshPhongMaterial
      
      * Add iOS workaround to MeshStandardMaterial
      759f45bb
    • M
      Editor: Added commented out background. · 4b56cc93
      Mr.doob 提交于
      4b56cc93
    • R
      clockwise full ellipse (#9291) · 1d7b7f74
      rfm1201 提交于
      The point returned by getPoint was always reverse clockwise on a full
      ellipse even when the ellipse is clock wise.
      1d7b7f74
    • M
      dc91443e
  15. 04 7月, 2016 4 次提交
  16. 02 7月, 2016 8 次提交