1. 29 5月, 2012 1 次提交
  2. 28 5月, 2012 2 次提交
  3. 25 5月, 2012 1 次提交
  4. 16 5月, 2012 1 次提交
  5. 15 5月, 2012 2 次提交
  6. 06 5月, 2012 1 次提交
  7. 05 5月, 2012 2 次提交
  8. 04 5月, 2012 1 次提交
  9. 03 5月, 2012 2 次提交
  10. 01 5月, 2012 2 次提交
  11. 30 4月, 2012 1 次提交
  12. 24 4月, 2012 1 次提交
  13. 23 4月, 2012 1 次提交
  14. 22 4月, 2012 2 次提交
  15. 21 4月, 2012 1 次提交
  16. 20 4月, 2012 1 次提交
  17. 19 4月, 2012 1 次提交
    • D
      Support for blender linked groups in blender exporter. · 0daa79d5
      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.
      
      
      0daa79d5
  18. 18 4月, 2012 1 次提交
  19. 17 4月, 2012 1 次提交
  20. 14 4月, 2012 1 次提交
  21. 12 4月, 2012 1 次提交
    • M
      Updated builds and compiler. · bb42fe6e
      Mr.doob 提交于
      Some weird warning saying THREE.REVISION isn't defined :/
      Need to improve this build.py some day...
      bb42fe6e
  22. 03 4月, 2012 1 次提交
  23. 28 3月, 2012 1 次提交
    • A
      Cleaning up Blender scene exporter and SceneLoader. · 19f0b1f1
      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
      19f0b1f1
  24. 16 3月, 2012 1 次提交
  25. 14 3月, 2012 1 次提交
  26. 13 3月, 2012 1 次提交
    • A
      Added DepthPassPlugin. · 483141ba
      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.
      483141ba
  27. 06 3月, 2012 1 次提交
  28. 26 2月, 2012 1 次提交
  29. 25 2月, 2012 1 次提交
  30. 21 2月, 2012 1 次提交
  31. 20 2月, 2012 1 次提交
  32. 18 2月, 2012 1 次提交
  33. 13 2月, 2012 1 次提交
    • M
      Added EventTarget to TrackballControls. Fixes #1189. · 72065046
      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.
      72065046
  34. 08 2月, 2012 1 次提交