- 24 2月, 2017 6 次提交
- 23 2月, 2017 6 次提交
- 22 2月, 2017 13 次提交
- 21 2月, 2017 4 次提交
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由 WestLangley 提交于
Resolves issues described in #7710, #9309, and #10763. (hopefully)
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由 Mr.doob 提交于
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由 Takahiro 提交于
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- 20 2月, 2017 5 次提交
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由 Jack Le Hamster 提交于
This improves performance by not continuously allocating a function in renderObjects when object.isImmediateRenderObject is false.
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由 Mr.doob 提交于
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由 06wj 提交于
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由 Mr.doob 提交于
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由 steel1990 提交于
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- 19 2月, 2017 1 次提交
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由 yomotsu 提交于
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- 18 2月, 2017 1 次提交
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由 Jay Weisskopf 提交于
`matrixPosition` was also renamed to `worldPosition`.
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- 17 2月, 2017 1 次提交
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由 Jay Weisskopf 提交于
The existing code used the distance between the sprite and the closest point on the ray. However, this is inconsistent with both the documentation and other objects, which return the distance between the intersection and the ray origin. The new code is similar to the Point raycast implementation. The closest point on the ray is saved to `intersectionPoint`. An intersection object is created if the following conditions are met: 1. The (squared) distance between `intersectionPoint` and the sprite position is less than the (squared) sprite size. 2. The distance between `intersectionPoint` and the ray origin is within the `near` and `far` bounds.
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- 16 2月, 2017 2 次提交
- 15 2月, 2017 1 次提交
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由 Mr.doob 提交于
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