- 25 9月, 2016 7 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 Jaume Sanchez 提交于
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由 Jaume Sanchez 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 Michael Herzog 提交于
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- 24 9月, 2016 19 次提交
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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 Mr.doob 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 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Dusan Bosnjak 提交于
* object callbacks per previous request added after call added arguments to both calls * faster function evaluation, missing comma
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由 Verokster 提交于
getElapsedTime() in TREE.Clock returns whole running time and not elapsed time from previous start. (#9692) * getElapsedTime() returns whole running time getElapsedTime() function returns incorrect value after stop() and start(), It returns whole working time from first run. I changes adde this.elapsedTime = 0 in stop() function, so after next start() we can get correct elapsed time from last start() Perhaps it's incorrect and suggested changes need new function, so Clock.js will have two functions: - first one will return whole running time (as it is now) - second will return elapsed time from last start * Update Clock.js
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由 Jaume Sanchez 提交于
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由 Michael Herzog 提交于
* PolyhedronBufferGeometry: Initial commit * PolyhedronBufferGeometry: Update docs
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由 Mr.doob 提交于
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由 gero3 提交于
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由 Aswin S 提交于
Reading clientHeight of canvas during every rAF causes layout thrashing and results in frame drops. Instead re-use the _height local variable available in current scope.
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由 Abhishek Sharma 提交于
Corrected the spelling of argument in docs/manual/introduction/Creating-a-scene.html
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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 Mr.doob 提交于
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- 23 9月, 2016 12 次提交
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由 Mr.doob 提交于
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由 Brian Chirls 提交于
- Move computation from fragment shader to vertex shader wherever possible - Eliminate some dead shader code and comments - Fix spelling of "Rayleigh"
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由 Mr.doob 提交于
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由 Rich Tibbett 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 Eric Berberich 提交于
issue #9739
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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 Brian Chirls 提交于
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由 Brian Chirls 提交于
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- 22 9月, 2016 2 次提交