1. 02 10月, 2011 6 次提交
    • M
      Fixed yet more examples. · 25d6480c
      Mr.doob 提交于
      25d6480c
    • M
      Fixed yet some more examples. · 36ae0441
      Mr.doob 提交于
      Removed QuakeCamera.
      36ae0441
    • M
      Fixed some more examples. · 99713c72
      Mr.doob 提交于
      99713c72
    • M
      I hate that github now forces you to write a title for a commit :| · 32355db8
      Mr.doob 提交于
      Removed _gl.clear call from WebGLRenderer's .setSize().
      32355db8
    • M
      WebGLRenderer .autoClear* · 7700feb5
      Mr.doob 提交于
      Implemented .autoClearColor .autoClearDepth .autoClearStencil as per @alteredq's suggestion at #587.
      7700feb5
    • M
      Bunch of changes... · b87bfc71
      Mr.doob 提交于
      * Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point.
      * Object3D.lookAt now checks if it's a Camera and does the inverted view.
      * Quaternion glitch reported at #595
      * Added .name to Material
      * WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.
      b87bfc71
  2. 01 10月, 2011 1 次提交
  3. 30 9月, 2011 2 次提交
  4. 29 9月, 2011 3 次提交
    • A
      Added FXAA to color lines example. · 721d5bb5
      alteredq 提交于
      Works better in OpenGL with thick lines. Single pixel wide lines in ANGLE get a bit of strip pattern.
      721d5bb5
    • A
      e0a29097
    • N
      Added "lower level" immediate rendering functionality. The existing mechanism... · c311a719
      Nik Van den Wijngaert 提交于
      Added "lower level" immediate rendering functionality. The existing mechanism requires modification of the WebGLRenderer for different objects. The new implementation leaves the current MarchingCubes immediate renderer intact but checks for existence of a immediateRenderCallback member function of the object. If found, that object is added to the scene.__webglObjectsImmediate array. The program, webgl context, and frustum are currently passed into the callback, putting al rendering responsibility at the implementing object. This may break the Three.js abstraction somewhat, but allows "power users" to do some funky webgl stuff while still relying on the Three.js framework for the rest of the scene...
      c311a719
  5. 27 9月, 2011 4 次提交
  6. 26 9月, 2011 6 次提交
  7. 25 9月, 2011 6 次提交
  8. 24 9月, 2011 12 次提交