- 08 6月, 2012 2 次提交
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由 alteredq 提交于
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由 Jasmine Kent 提交于
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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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- 12 4月, 2012 1 次提交
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由 Jeff Terrace 提交于
Modified scene loader to allow objects to specify matrix directly instead of only rotation, scale, and translation
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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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- 21 2月, 2012 2 次提交
- 10 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 31 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 30 1月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1201
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- 19 1月, 2012 1 次提交
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由 Mr.doob 提交于
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- 31 12月, 2011 1 次提交
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由 Mr.doob 提交于
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- 07 12月, 2011 1 次提交
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由 edmellum 提交于
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- 25 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 24 11月, 2011 2 次提交
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由 Paolo Moretti 提交于
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由 Paolo Moretti 提交于
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- 31 10月, 2011 1 次提交
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由 alteredq 提交于
Also manually fixed buffalo model and test scene to be valid JSONs.
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- 28 10月, 2011 1 次提交
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 10月, 2011 1 次提交
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由 alteredq 提交于
Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays). Some casualties: - multi-materials example, this functionality isn't possible anymore - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials) - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case) - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before) Other renderers and their corresponding examples were not touched yet. WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Also updated corresponding examples.
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- 12 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 11 10月, 2011 1 次提交
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由 C. Scott Ananian 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
All should now work with new cameras.
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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 9月, 2011 1 次提交
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由 alteredq 提交于
Hopefully no more deprecation warnings.
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- 13 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 2 次提交
- 27 8月, 2011 1 次提交
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由 Mr.doob 提交于
extras/collada/dae.js > extras/loaders/ColladaLoader.js removed LoaderOld.js
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- 03 8月, 2011 1 次提交
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由 Mr.doob 提交于
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- 27 7月, 2011 1 次提交
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由 pushmatrix 提交于
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- 08 7月, 2011 2 次提交
- 03 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 7月, 2011 2 次提交
- 20 6月, 2011 1 次提交
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由 alteredq 提交于
Blender normal map support is work-in-progress: - for individual models normal map shader will need to be refactored to use standard scene lights - would be nice to handle also bump maps (a lot of Blender assets do not use "use_normal_map" flag on tangent space normal texture but instead use "use_map_normal" flag on texture slot of grayscale heightmap texture) Also some whitespace cleanup.
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- 17 6月, 2011 1 次提交
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由 Jhonny Göransson 提交于
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