- 10 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 08 3月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Updated so all times now are in MS instead of seconds. Note that all animations need to be re-exported with an exporter that supports this.
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- 07 3月, 2011 7 次提交
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由 alteredq 提交于
Thanks to empaempa for spotting this ;)
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
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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
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default. New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing). (doing documentation is indeed turning out to be useful)
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由 alteredq 提交于
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- 06 3月, 2011 6 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added translate( distance, axis ), translateX( distance ), translateY( distance ) and translateZ( distance ) methods to Object3D. Camera3D translate method overrides Object3D's one. NoFly parameter removed (this should be handled from outside I think).
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 05 3月, 2011 2 次提交
- 04 3月, 2011 2 次提交
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由 Mikael Emtinger 提交于
Animation.js - fixed scale bugs and removed flattenToArrayOffset AnimationHandler.js - fixed so keyframes at same time is removed Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target SkinnedMesh.update - added flattenToArrayOffset in end of update
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由 Mr.doob 提交于
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- 03 3月, 2011 7 次提交
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由 Mr.doob 提交于
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由 Mikael Emtinger 提交于
Animation: Support for Catmull-rom interpolation on position. Please see index.html for example. AnimationHandler: ...same. WebGLRenderer: Removed THREE.AnimationHandler.update( deltaTimeMS ) as this is supposed to be called by user.
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由 Mr.doob 提交于
Minor tweaks.
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由 Mr.doob 提交于
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由 staunsholm 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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- 02 3月, 2011 7 次提交
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由 Mr.doob 提交于
WebGLRenderer: renamed geometryChunks to geometryGroups :P
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由 Mr.doob 提交于
Commented Camera frustrum code. It's not being used, right?
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由 alteredq 提交于
Only Blender 2.56 exporter and OBJ converter were tested. If somebody is using other ones, please reexport some files to be sure they work.
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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
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由 alteredq 提交于
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- 01 3月, 2011 3 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 Mikael Emtinger 提交于
Mergable: WebGLRenderer.js: changed so camera.matrixWorldInverse is used instead of camera.matrixWorld.
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- 28 2月, 2011 3 次提交
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由 Mikael Emtinger 提交于
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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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由 Mikael Emtinger 提交于
- Wrong in last commit, now the inversion of position is removed
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