- 01 6月, 2016 2 次提交
- 28 5月, 2016 2 次提交
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由 Olivier Chatry 提交于
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由 Ben Houston (Clara.io) 提交于
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- 20 5月, 2016 3 次提交
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由 Michael Herzog 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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- 18 5月, 2016 4 次提交
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
* WebGLState: Enhance API for Masking * WebGLState: Update API for masking * WebGLState: Refactoring Buffers * WebGLState: Correct format * WebGLState: More Refactoring * WebGLState: Renaming Buffer Methods and Properties
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
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- 14 5月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
# Conflicts: # src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl
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- 12 5月, 2016 1 次提交
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由 tschw 提交于
* Separated out WebGLClipping. * WebGLClipping: Named internal functions.
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- 06 5月, 2016 1 次提交
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由 Mr.doob 提交于
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- 05 5月, 2016 3 次提交
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由 Mr.doob 提交于
WebGLState: Re-implemented empty texture. Handling TEXTURE_2D and TEXTURE_CUBE_MAP this time. See #8121 #8578. Fixes #8666.
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由 Mr.doob 提交于
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由 tschw 提交于
* Legacy: Moved EventDispatcher.prototype.apply. * WebGLShadowMap: Renamed face selection parameters. * WebGLShadowMap: Clarified code. * WebGLShadowMap: Renamed face selection parameters.
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- 02 5月, 2016 1 次提交
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由 tschw 提交于
* Updated shadowMap.cullFace -> .flipSidedFaces. * Moved deprecation code to Three.Legacy.js.
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- 01 5月, 2016 4 次提交
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由 tschw 提交于
* EventDispatcher: Deprecated .apply. * EventDispatcher: Removed unit test for .apply.
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由 Raoul v. R 提交于
* Don't treat render targets like textures. Expect Texture instances from now on. Added backwards compatibility measures to ensure that render targets can still act as textures for the time being. A deprecation warning will be given. Resolves #8615. * Added comments to clear up RT-Cube detection. * Revised the previously added comments. * Added a TODO note. Forgot to include this one in the last commit. * Documentation: updated WebGLRenderTarget. * Docs: added more Texture info to WebGLRenderTarget. Also removed an unnecessary html line break. * Docs: added a notification to ShaderMaterial. WebGLRenderTarget and WebGLRenderTargetCube must not be used as uniforms. Their texture instance must be used instead. * Docs: revised a notification in ShaderMaterial.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 29 4月, 2016 1 次提交
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由 tschw 提交于
* Removed useless and outdated ShadowMapPlugin docs. * Consistified WebGLState, added culling. * Let WebGLShadowMap set culling through WebGLState. * WebGLShadowMap: Removed redundant state setup. * WebGLRenderer: Removed needless factorization. * Removed cull state mess from WebGLShadowMap. - Instead flip .side on the depth material with the same effect. - See #8760. * Updated builds.
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- 27 4月, 2016 1 次提交
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由 tschw 提交于
* Improved precision of RGBA fixpoint packing. * Added switch to enable double-sided shadow casters. - Off by default, see #8692 * Updated WebGLRenderer docs, shadow mapping. * Enabled back face shadows, webgl_clipping_advanced.
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- 26 4月, 2016 1 次提交
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由 Michael Herzog 提交于
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- 19 4月, 2016 3 次提交
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由 Mr.doob 提交于
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由 rchadwic 提交于
* merge bufferAttributeTypes with dev * else if * serialize the normalized flag * update docs * remove support for DataView as BufferAttribute source. This is to specific purpose, and geometry using this will break in too many other methods * reimplement the DataView as a BufferAttribute data source * try to warn when bufferAttribute contains a DataView and cannot be read * Changed too many `warn` to `error` * Code quality update in BufferAttribute datatype selection * support load and save of normalized flag in BufferAttribute * Check for DataView attribute buffers * mend * Revert "mend" This reverts commit 1b4c87687d10fdaefd5007b98019b25d33c492e1. * try to fix after --ammend causes conflicts * working on cleaning this all up * More whitespace cleanup * more code style cleanup * strike OBE comment * more spacing cleanup
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由 Michael Herzog 提交于
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- 18 4月, 2016 1 次提交
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由 tschw 提交于
* Tightened flattening of uniform array data. * Updated builds.
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- 17 4月, 2016 1 次提交
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由 WestLangley 提交于
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- 15 4月, 2016 1 次提交
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由 WestLangley 提交于
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- 14 4月, 2016 1 次提交
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由 WestLangley 提交于
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- 13 4月, 2016 3 次提交
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由 Ben Houston (Clara.io) 提交于
Add high quality rand() function to common.glsl and an example to show off the noise textures. (#8603) * create procedural glsl and an example to show off the noise textures. * add to files.js * adopt noise procedural in PMREMGenerator. * fix page title per @arose's suggestion. * more adoption of procedural.glsl * remove procedural.glsl, add a single line to common.glsl. Update other files as needed. * cleanup shaders to use common.glsl * tabify. * avoid collapsing into a single function - @WestLangley recommendations * more adoption of tabs. * fix tabs.
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由 Dmitry Rudol 提交于
sprite plugin: do not check texture.image, it allows to used textures created by RenderTarget (#8619)
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由 tschw 提交于
* MatrixN: Deprecated .flattenToArrayOffset. Instead .toArray consistently allows array and offset to be passed. * Updated math classes' docs .toArray / .fromArray. * Automated uniform.<name>.type. * WebGLRenderer: Added .setTexture deprecation stub. * Updated ShaderMaterial docs, uniform types. * Updated Quaternion docs .toArray / .fromArray. * Updated Quaternion docs, static .slerpFlat. * Updated math classes' docs, style consistency. * Updated ShaderMaterial docs, style consistency.
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- 12 4月, 2016 4 次提交
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由 WestLangley 提交于
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由 Michael Herzog 提交于
* Examples: Fix Firefox error in "webgl_interactive_cubes_gpu" * Revert "Examples: Fix Firefox error in "webgl_interactive_cubes_gpu"" This reverts commit f2130cc1afb18794ac30a7a85d69795e6b23dd40. * WebGLRenderer: Ensure valid read requests in .readRenderTargetPixels
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* remove ability to set depth formula on MeshDepthMaterial. * remove depth formulas
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- 11 4月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
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