- 15 9月, 2016 12 次提交
- 14 9月, 2016 2 次提交
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由 Mr.doob 提交于
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由 Peter "Coburn" Fornari 提交于
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- 13 9月, 2016 10 次提交
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由 sunag 提交于
* unnecessary shared=false ( false is default ) * fix using in vertex shader * cleanup * cleanup * cleanup * fix title * cleanup * fix use of includes and extension in expression * debut VarNode and varying example
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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 Michael Herzog 提交于
* #9663: Fix radius bug in CylinderBufferGeometry * CylinderBufferGeometry: simplify normal generation * CylinderBufferGeometry: Cleanup * CylinderBufferGeometry: Rename tanTheta variable
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由 Alan Wu 提交于
* Fix distortion on stereo camera when zoom is not equal to one. * Add parenthesis to make the code changes clearer. * Add a local zoom variable to StereoCamera to keep track of changes.
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由 Mr.doob 提交于
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- 12 9月, 2016 4 次提交
- 11 9月, 2016 4 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 sunag 提交于
* add standard define * fix auto set transparent * add indirectSpecular and fix premultiplied_alpha, tonemapping, encodings, fog * fix premultiplied_alpha, tonemapping, encodings, fog * fix spherical reflection * fix spherical reflection * nodematerial r6 * added triangle-blur and custom-attribute examples * fix reflection using in color slot * support to expression and reserved-keywords * int <-> float support * fix possible initial space in eval * description how to add global const or function * bump map support * sampleCube and slotId * gammaInput * add bump and spherical-reflection * reduces and optimize NodeLib * blur example, revision and cleanup * fix normal-map offset * cleanup * up comments * fix cache texture * fix cache
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- 09 9月, 2016 3 次提交
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由 Brandon Jones 提交于
* Updating VREffect and VRControls to support WebVR 1.1 * Stripped out really old WebVR code path that's no longer used. I'd be shocked if anyone was still attempting to use the browser builds that the old code path was supporting. * Ensured that VREffect uses the right eye transforms Since some view matrices may include orientations as well as translations we need to extract the head-to-eye transforms from the view matrices to ensure accurate results. This isn't normally necessary but is required in THREE.js because the camera is already transformed into the head position with the VRController.
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由 Benjamin Dobell 提交于
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由 Mr.doob 提交于
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- 08 9月, 2016 5 次提交
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由 Juan Jose Luna Espinosa 提交于
* Added check to GPUComputationRenderer to make it work on iOS. It checks if FloatType is supported by trying to render in a temporary render target. If the check fails, it switches to HalfFloatType which works on iOS. * Changed the detection method per mrdoob indication.
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由 Mr.doob 提交于
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由 sunnystormy 提交于
"Dummies" is condescending toward the audience. Let's give them some credit. ; )
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由 Daniel Hritzkiv 提交于
This targets separate but logically joined lines (separated by a continuation character, e.g. `\`) and joins them.
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由 Mr.doob 提交于
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