- 06 2月, 2013 1 次提交
-
-
由 Adam Leeper 提交于
-
- 05 2月, 2013 1 次提交
-
-
由 Ben Houston 提交于
make Matrix4.getPosition() deprecated and replace all usages in core library with Vector3.getPositionFromMatrix()
-
- 03 2月, 2013 1 次提交
-
-
由 Luca Siciliano 提交于
-
- 02 2月, 2013 1 次提交
-
-
由 Paul Edwards 提交于
-
- 31 1月, 2013 1 次提交
-
-
由 Mr.doob 提交于
-
- 30 1月, 2013 1 次提交
-
-
由 Mr.doob 提交于
-
- 27 1月, 2013 6 次提交
- 24 1月, 2013 2 次提交
- 16 1月, 2013 2 次提交
- 15 1月, 2013 2 次提交
-
-
由 Daniel Cousens 提交于
This is a formatting commit, it removes an unnecessary else branch.
-
由 Daniel Cousens 提交于
The functionality removed is repeated directly after this code block. The entire process is actually being done twice, which is undoubtedly incorrect or otherwise very unclear. Given that it is simply doing 3 actions: a) Adjusting the pitch/yaw based on the mouse position deltas, then multiplying that by the lookSpeed. b) Clamping, transforming the pitch space (to the X,Z coordinate frame) and then converting the pitch/yaw (lat/lon) to radians. c) Calculating the target position 100 units in the direction specified by the pitch/yaw. This process has no reason to be repeated.
-
- 14 1月, 2013 4 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
CanvasRenderer+SVGRenderer: Removed 2D clipping for Face3/Face4 elements as the projector is already taking care of that.
-
由 Mr.doob 提交于
However, this can create glitches on extreme cases when the polygon is inside the frustum but the vertices are not. Maybe this can be achieved with Box3 in a performant way? /ping @bhouston
-
- 13 1月, 2013 3 次提交
- 11 1月, 2013 5 次提交
- 10 1月, 2013 2 次提交
-
-
由 Mr.doob 提交于
Sadly I didn't get the damping to work...
-
由 Mr.doob 提交于
* OBJLoader now parses line per line in the same way OBJMTLLoader does. * No more reusing of the same vertices array. * Both now create a Object3D when finding a "o" and a Mesh when finding a "g" (or "usemtl"). * I used to like the obj format.
-
- 08 1月, 2013 1 次提交
-
-
由 Mr.doob 提交于
-
- 07 1月, 2013 2 次提交
- 06 1月, 2013 3 次提交
- 04 1月, 2013 2 次提交