- 26 9月, 2012 1 次提交
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由 zz85 提交于
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- 16 9月, 2012 2 次提交
- 15 9月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 04 8月, 2012 2 次提交
- 19 7月, 2012 1 次提交
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由 zz85 提交于
- Path.js (esp. Arcs) is still confusing, but as of now - Ellipses should work - Path still uses "PATH.ACTIONS" - the internal curve representation doesn't seem to be used yet - Path.arc() uses .absarc() which uses .absellipse() - examples/webgl_geometry_shapes.html should run now
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- 15 6月, 2012 1 次提交
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由 alteredq 提交于
More examples resizing handling. Also fixed typo in flag name and cleaned whitespace in CombinedCamera.
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- 03 4月, 2012 1 次提交
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由 zz85 提交于
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- 01 4月, 2012 1 次提交
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由 zz85 提交于
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- 14 3月, 2012 1 次提交
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由 Andrew Sutherland 提交于
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- 21 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 19 1月, 2012 1 次提交
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由 alteredq 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 10月, 2011 1 次提交
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由 alteredq 提交于
Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays). Some casualties: - multi-materials example, this functionality isn't possible anymore - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials) - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case) - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before) Other renderers and their corresponding examples were not touched yet. WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
CrosseyedRenderer is a hack, camera must have target :S.
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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras. Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
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- 26 9月, 2011 1 次提交
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由 alteredq 提交于
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- 21 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 31 7月, 2011 1 次提交
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由 zz85 提交于
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- 23 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 7月, 2011 2 次提交
- 18 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 7月, 2011 1 次提交
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由 zz85 提交于
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- 12 7月, 2011 1 次提交
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由 alteredq 提交于
All three classes are now in separate files. Updated build script. Fixed runaway globals. Optimized loops ("in" should be used just for iterating over object properties, for arrays it's slow and also traversal order is not guaranteed). Cleaned whitespace. Bit more polished example. Fixed inverted side faces for fish shape.
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- 11 7月, 2011 1 次提交
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由 zz85 提交于
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