- 13 11月, 2012 11 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
For the moment using just fixed predefined tessellations. I wonder what UI would be good for choosing this. Todo: better naming scheme for newly created objects.
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由 alteredq 提交于
This is to make it look better when Viewport clear color is close to UI chrome colors.
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由 alteredq 提交于
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由 alteredq 提交于
Editor: added warning when trying to export geometry for objects without geometry (lights, cameras, etc).
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由 alteredq 提交于
Default scene on the initialization is now created via resetScene action, in the same way like via menubar.
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由 alteredq 提交于
Testing the impact of normalization of transformed normals in vertex shaders (phong, normal, normalmap, skin simple). It seems the effects on performance are minimal: in several random examples it's either not measurable, or just a tiny bit worse. See #2613
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由 alteredq 提交于
Fixed implications of new MeshFaceMaterial.materials at multiple places (Ray, Projector, ShadowMapPlugin, DepthPassPlugin). Thanks to @WestLangley for vigilance (see #2623).
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由 alteredq 提交于
Patch to #2623
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由 alteredq 提交于
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- 12 11月, 2012 3 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 OpenShift guest 提交于
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- 11 11月, 2012 17 次提交
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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
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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 alteredq 提交于
I believe this is not needed anymore.
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由 alteredq 提交于
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由 alteredq 提交于
Also for the moment in depth pass skipping all ParticleSystems without custom depth material. Otherwise there are GL errors, need to create a proper generic depth material for particles.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
See discussion at https://github.com/alteredq/three.js/commit/5cb715520806a5afa1057a31a6777c2e454eeff0
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由 alteredq 提交于
This is necessary for OpenGL where pow(0,0) is undefined and can be negative (in DirectX you just get zero), leading to negative light creating black areas artefacts. Fixes #1805 and #2615 (related already fixed #998).
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由 alteredq 提交于
See discussion in #2613 Finally I just left it behind a flag. I was not able to get as good results for TextGeometry as with unweighted method and split materials for side and front faces. I wonder how I got that nice look as in screenshot I posted in the issue. It still does look better with weighted than unweighted but nowhere so close as in that screenshot. Either I did some mistake when testing before or there is some bug in implementation now.
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- 10 11月, 2012 1 次提交
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由 alteredq 提交于
See #2610
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- 09 11月, 2012 8 次提交
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由 alteredq 提交于
Small fix to #2610
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由 alteredq 提交于
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由 alteredq 提交于
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由 WestLangley 提交于
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由 alteredq 提交于
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由 WestLangley 提交于
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由 alteredq 提交于
Because that's what it is.
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由 alteredq 提交于
Now it should look the same no matter where the object is located.
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