1. 15 11月, 2012 2 次提交
  2. 14 11月, 2012 6 次提交
  3. 13 11月, 2012 3 次提交
  4. 11 11月, 2012 9 次提交
  5. 10 11月, 2012 1 次提交
  6. 09 11月, 2012 5 次提交
  7. 08 11月, 2012 1 次提交
  8. 07 11月, 2012 6 次提交
  9. 06 11月, 2012 4 次提交
  10. 03 11月, 2012 1 次提交
  11. 02 11月, 2012 2 次提交
    • A
      Changed MeshPhongMaterial perPixel parameter default to true. · ae79c901
      alteredq 提交于
      This makes it safer to compile shaders without maxLights cap. Only per vertex phong code path is sensitive to available number of varyings (together with shadow maps, but you would need to be pretty crazy to have enough shadowed lights to hit varying limits).
      
      Also like this phong material behaves more as expected for large polygons.
      
      Performance wise, for many use cases and systems it's actually similar or even faster.
      ae79c901
    • M
      Updated builds. · 64ec4df6
      Mr.doob 提交于
      64ec4df6