- 29 5月, 2012 1 次提交
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由 ide user ide_gero3 提交于
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- 28 5月, 2012 2 次提交
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由 ide user ide_gero3 提交于
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由 ide user ide_gero3 提交于
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- 25 5月, 2012 1 次提交
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由 Mr.doob 提交于
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- 16 5月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 5月, 2012 2 次提交
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由 Xueqiao Xu 提交于
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由 Xueqiao Xu 提交于
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- 06 5月, 2012 1 次提交
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由 Mr.doob 提交于
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- 05 5月, 2012 2 次提交
- 04 5月, 2012 1 次提交
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由 zz85 提交于
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- 03 5月, 2012 2 次提交
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由 ide user ide_gero3 提交于
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由 ide user ide_gero3 提交于
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- 01 5月, 2012 2 次提交
- 30 4月, 2012 1 次提交
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由 Xueqiao Xu 提交于
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- 24 4月, 2012 1 次提交
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由 Mr.doob 提交于
Maybe we need a build/custom/ThreeCore.js though...
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- 23 4月, 2012 1 次提交
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由 sole 提交于
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- 22 4月, 2012 2 次提交
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- 21 4月, 2012 1 次提交
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由 Mr.doob 提交于
Anaglyph and ParallaxBarrier could also be merged somehow, as the only change is the fragment shader.
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- 20 4月, 2012 1 次提交
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由 alteredq 提交于
See discussion here: https://github.com/mrdoob/three.js/commit/6e002f324a06f6f766b50c930732a9994fdd4ac6#commitcomment-1234473
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- 19 4月, 2012 1 次提交
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由 druidhawk 提交于
This is a typical blender asset usage approach. Linked content can be included in a new blend file but it cannot be edited in the file that links it. Upgraded the blender exporter to understand linked groups and add them to an exported scene. Added "webgl_loader_scenegroup_blender.html". This example shows blender linked groups to demonstrate changes made to the blender exporter. The table.blend links an object group (cup and silverware) from the dinnerset.blend file. This example does not incorporate the location offsets in the group definition which it really should. Being a new threejs user I did not know how best to do it.
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- 18 4月, 2012 1 次提交
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由 Mr.doob 提交于
I tried to move BinaryLoader to /examples/js but SceneLoader needs it. Curious to hear what people thinks about this change.
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- 17 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 14 4月, 2012 1 次提交
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由 zz85 提交于
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- 12 4月, 2012 1 次提交
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由 Mr.doob 提交于
Some weird warning saying THREE.REVISION isn't defined :/ Need to improve this build.py some day...
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- 03 4月, 2012 1 次提交
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由 alteredq 提交于
This probably could be done in some nicer way, but at least there is no more direct dependency in WebGLRenderer (and lib shrunk ;).
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- 28 3月, 2012 1 次提交
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由 alteredq 提交于
- removed not anymore existing ro.me specific remains (triggers, mesh colliders and shadow volumes) - added custom properties for setting shadow map casting and receiving, depthWrite, depthTest, blending, doubleSided - using Blender native "transparency" checkbox for setting out "transparent" property - better handling of messed up texture slots
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- 16 3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 zz85 提交于
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- 13 3月, 2012 1 次提交
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由 alteredq 提交于
This is required for SSAO. Unfortunately scene.overrideMaterial is not enough for proper depth pass. Like for shadow maps, shader animated objects (like morphs) need different depth materials than static objects.
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- 06 3月, 2012 1 次提交
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由 alteredq 提交于
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- 26 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 25 2月, 2012 1 次提交
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由 Mr.doob 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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- 20 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 18 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 13 2月, 2012 1 次提交
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由 Mr.doob 提交于
Now we can do things like this: controls = new THREE.TrackballControls( camera ); controls.addEventListener( 'update', render ); Sadly, some examples are slightly broken until we have better pipeline for assets load complete event dispatching.
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- 08 2月, 2012 1 次提交
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由 Mr.doob 提交于
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