- 12 4月, 2016 1 次提交
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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 tschw 提交于
* WebGLProgram: Rewrote uniform name parser. * Revised structured uniforms. - Allowed arbitrary nesting - Removed map iteration
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- 10 4月, 2016 2 次提交
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由 WestLangley 提交于
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由 Matt DesLauriers 提交于
* working on depth texture * working on depth texture * support depth texture in webgl1 and webgl2 * fix comments * reset build to avoid diff noise * add check for webgl2 context * fix depth texture example * animation for example * add file * add depthTexture to WebGLRenderTarget * ensure depth format returns correct GL parmaeter * use null for initial depthTexture value * add some commented out code
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- 07 4月, 2016 1 次提交
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由 tschw 提交于
* Implemented user-defined clipping planes. * Renderer: Minor documentation update. * Implements object-level clipping. * Renderer: Minor cosmetic changes. * Fixed lethal typo in normal shader. * Let shadows respect .side of object's material. * Fixed Plane.applyMatrix4. - Scale denormalized but did not scale the position - Projection is not supported (solved by documentation) - Removed unnecessary copying to make up for the normalization - Still arguably too heavy * Added custom clipping example. * Clipping: Fixed transition to disabled state. * Improved custom clipping example. - GUI dependency of volume visualization on Enabled state - Larger radius for cylindrical global clipping area * No .matrixAutoUpdate = false in clipping example. * Let ShadowMap check renderer.localClippingEnabled. * Added a simplified clipping example.
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- 06 4月, 2016 1 次提交
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由 WestLangley 提交于
* Reintroduce MeshPhysicalMaterial * Reintroduce MeshPhysicalMaterial * Simplified conditionals
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- 18 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 17 3月, 2016 3 次提交
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由 Ningxin Hu 提交于
Fix #8358
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 13 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 11 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 08 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 05 3月, 2016 4 次提交
- 04 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 03 3月, 2016 2 次提交
- 02 3月, 2016 2 次提交
- 01 3月, 2016 3 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 27 2月, 2016 3 次提交
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由 Mr.doob 提交于
WebGLRenderer: loadUniformsGeneric() back to if statements. Chrome seems to be continuously deoptimizing the function. Maybe helps with #8220.
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 21 2月, 2016 1 次提交
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由 Ben Houston 提交于
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- 20 2月, 2016 3 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 15 2月, 2016 1 次提交
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由 WestLangley 提交于
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- 13 2月, 2016 2 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
add ability to have texel encodings (RGBE,RGBM,etc.) on envMap and emissiveMap that can contain unbounded intensities.
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- 08 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 04 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 01 2月, 2016 1 次提交
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由 Mr.doob 提交于
Refactored shadowmap code again. Android/Adreno doesn't fails to support bool and mat4 in structs...
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- 30 1月, 2016 1 次提交
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由 Mr.doob 提交于
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- 29 1月, 2016 1 次提交
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由 Mr.doob 提交于
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