- 01 3月, 2011 5 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 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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由 alteredq 提交于
Work-in-progress.
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- 28 2月, 2011 15 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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由 Mikael Emtinger 提交于
- Changed so it sets an ordinary matrix. Also removed inversion of position, which broke A LOT of the examples. WebGLRenderer: - Using camera.matrixWorldInverse instead of camera.matrixWorld - Changed frustum check to camera.frustumContains( object ); - Moved cameraInverse * matrixWorld to vertex shader (needs testing!) (note: normals not fixed yet!) Object3D.addChild: - Recurses up through hierarchy until reaches scene and adds itself to scene.objects/sounds/lights Camera: - Changed inverseMatrix -> matrixWorldInverse
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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
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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由 alteredq 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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由 Mr.doob 提交于
Blender plugins folder rename.
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- 27 2月, 2011 6 次提交
- 26 2月, 2011 14 次提交
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由 Mr.doob 提交于
Sound3D ⟶ Sound
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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
Yet more reformating.
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由 Mr.doob 提交于
Object3D::globalMatrix ⟶ Object3D::matrixWorld Added hierarchy examples.
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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 alteredq 提交于
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由 alteredq 提交于
I forgot to update scene loader to reflect new way of handling textures :S
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由 Mr.doob 提交于
Most of the examples or working again as usual. Only `webgl_scene_test.html` and `webgl_ribbons.html` left.
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由 alteredq 提交于
Terrains finally have proper controls ;)
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由 alteredq 提交于
Now you can add keyboard + mouse camera control with a single line, just change camera type and add parameters: camera = new THREE.QuakeCamera( { fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 10000, movement_speed: 1, look_speed: 0.002, nofly: true, look_vertical: false } ); Thanks to mrdoob for suggestions ;)
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