- 15 11月, 2012 7 次提交
- 14 11月, 2012 19 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Also, removed GeometryLoader. I'll try doing the JSONLoader to GeometryLoader change again in the future.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
@alteredq: I'll try to tackle Minecraft AO next.
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由 Mr.doob 提交于
See #2623.
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由 Mr.doob 提交于
Without CubeGeometry is a little bit easier to follow. Wasn't sure whether doing it like this or using a single material/texture with modified UVs per side. Also, I've had to comment out some code from GeometryUtils that asumed object2 to be a mesh.
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由 Mr.doob 提交于
This way the panel illustrates the API better. It's not too intuitive but eventually the (future) helper will probably make it uneeded.
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由 Mr.doob 提交于
Ok, lets go with blue.
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由 Mr.doob 提交于
Still not happy about it, need more time to see what the right style for all this is.
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由 alteredq 提交于
I wonder what to do about geometries and materials used by removed objects. Seems like we would need to implement some reference counting scheme (we can't just remove deleted object subcomponents as they could be shared).
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由 alteredq 提交于
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由 alteredq 提交于
Also nicer whitespace formatting for lights and cameras in strings generated by SceneExporter.
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由 alteredq 提交于
See #2628 and #2623
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由 alteredq 提交于
Bumped scene format version to 3.2 Modified correspondingly SceneLoader, SceneExporter, Blender scene exporter and example scene files. See #2628
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由 Mr.doob 提交于
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由 Mr.doob 提交于
I kinda got used to this behaviour from the htmleditor.
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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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- 13 11月, 2012 13 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 WestLangley 提交于
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由 WestLangley 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 1 次提交
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由 Mr.doob 提交于
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