- 01 9月, 2011 2 次提交
- 31 8月, 2011 4 次提交
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由 alteredq 提交于
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing). Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
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由 alteredq 提交于
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由 alteredq 提交于
Added generic ShaderPass. Removed SepiaPass, ScreenPass, VignettePass. Added bleachbypass shader. Simplified multi-composer pipeline in postprocessing example.
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由 alteredq 提交于
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- 30 8月, 2011 2 次提交
- 29 8月, 2011 8 次提交
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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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由 alteredq 提交于
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
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由 Mr.doob 提交于
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
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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
Ray.js: The bounding sphere check wasn't considering flipSided/doubleSided when the origin was inside the sphere.
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- 27 8月, 2011 3 次提交
- 26 8月, 2011 2 次提交
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由 Robert Shield 提交于
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由 Andrew Wason 提交于
Fixes lightMap bug https://github.com/mrdoob/three.js/issues/458
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- 25 8月, 2011 3 次提交
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由 alteredq 提交于
I think cones are still not completely ok, but at least cylinders can be now smooth.
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- 24 8月, 2011 1 次提交
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由 timk 提交于
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- 23 8月, 2011 2 次提交
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由 alteredq 提交于
Still not very fond of decompose returning new array. We will see when it'll be actually used - as API allows for passing in existing translation, rotation, scale, maybe this return array could be eliminated.
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由 alteredq 提交于
Also added some comments to uniforms setter, it's starting to get a bit messy.
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- 22 8月, 2011 9 次提交
- 21 8月, 2011 4 次提交