- 06 5月, 2021 9 次提交
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由 Mr.doob 提交于
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由 Michael Herzog 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 Tianrui "Felix" Zhang 提交于
* Adding advanced hand examples * Update samples with ECSY implementation * Fix hands examples broken by the recent oculus WebXR Hands API change * Replace fbx hand models with glb * Generate screenshots for new examples * Clean up in Text2D.js * Clean up in Text2D.js * Update XRHandModelFactory and OculusHandModel to fetch hand model from webxr input profile cdn
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由 Mr.doob 提交于
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由 Mr.doob 提交于
* MRT clean up * Updated files.json * Added mrt tag for webgl2_multiple_rendertargets
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由 Takahiro 提交于
* MRT Support * Add MRT example * Rename AttachnemtsNum to NumAttachments * Reflect the review comments to webgl2_mrt.html * Define texture parameter via WebGLMultiRenderTarget constructor in MRT example * Minor clean up * Fix setupFrameBufferTextre(). Use texture.format/type instead of renderTarget.texture's * Use module in MRT example * Replace var with let or const * Replace ShaderMaterial with RawShaderMaterial for MRT example * Fix formatting * Fix for lint * Add MRT example screenshot * Reflect the review comments for WebGLMultiRenderTarget * Rename .textures to .texture in WebGLMultiRenderTarget * WebGLMultiRenderTarget: Remove setCount() * WebGLMultiRenderTarget: Method chain * WebGLMultiRenderTarget: More proper setTexture() and copy() * WebGLCapabilities: Use extensions.has() instead of .get() * WebGLMultiRenderTarget: Remove setTexture() * Rename WebGLMultiRenderTarget to WebGLMultipleRenderTargets
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由 harehare 提交于
* bufer_1 * core * buffergeometry * 0430 * 0504 * 0504 * api-core-korean Co-authored-by: Nhareha <maiel@naver.com>
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- 05 5月, 2021 11 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 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
* Examples: Slightly refactor FXAA demo. * Update screenshot.
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由 Luis E. Fraguada 提交于
* extract name and value properties from objects * Extract object userStrings * 3dmLoader: refactor es6 * Remove unnecessary imports. * adding some error catching related to PBR mats * fix bug in texturetype checking
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 Mr.doob 提交于
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由 Garrett Johnson 提交于
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由 Garrett Johnson 提交于
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- 04 5月, 2021 6 次提交
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 Mr.doob 提交于
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由 Takahiro 提交于
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由 Michael Herzog 提交于
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由 WestLangley 提交于
Clean up
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- 03 5月, 2021 8 次提交
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由 qeeqez 提交于
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由 Mr.doob 提交于
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由 qeeqez 提交于
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由 qeeqez 提交于
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由 Mr.doob 提交于
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由 Kai Salmen 提交于
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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- 02 5月, 2021 4 次提交
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由 Michael Herzog 提交于
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由 AssassinForReal 提交于
Previous frames' names are not cleared resulting in frame names like: stand40 stand41 run1d41 run2d41
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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- 01 5月, 2021 2 次提交
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由 Matthew Simpson 提交于
* Respect the original camera view offset inside SSAARenderPass. Add a viewOffsetX GUI param to the webgl_postprocessing_ssaa example. * Refine the camera view preservation inside SSAARenderPass. Fix a viewOffsetX param typo inside the webgl_postprocessing_ssaa example. * Convert spaces to tabs inside the webgl_postprocessing_ssaa example and SSAARenderPass. * Update SSAARenderPass to always preserve the original camera view. * Update the SSARenderPass to handle the original view offset through camera methods instead of direct access of camera.view. * Remove an unnecessary conditional inside SSAARenderPass. * Refine the originalViewOffset conditional logic further inside SSAARenderPass. Co-authored-by: NMatt Simpson <matt.simpson@alextom.com>
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由 Michael Herzog 提交于
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