- 21 11月, 2012 1 次提交
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由 alteredq 提交于
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- 20 11月, 2012 15 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Renamed SpriteMaterial properties: affectedByDistance => sizeAttenuation, mergeWith3D => depthTest. Added support for SpriteMaterial.depthWrite. SpriteMaterial should be now more consistent with other materials.
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由 alteredq 提交于
See discussion in https://github.com/alteredq/three.js/commit/73922dc797557132a36de1418c78f755185a3a53
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
I guess before we were not getting errors because it woudln't iterate `undefined`. Now we need to check first.
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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 Mr.doob 提交于
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由 jfeldste 提交于
The result for attributes.size.value[i] can be negative which in turn makes gl_PointSize negative. As an example if Math.sin(...) returns -1 then you'll get -6 as a result. The specification specifically states:"If the value written to gl_PointSize is less than or equal to zero, results are undefined". In fact it is causing such a problem on our platform.
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由 alteredq 提交于
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由 alteredq 提交于
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由 jfeldste 提交于
The result for attributes.size.value[i] can be negative which in turn makes gl_PointSize negative. As an example if Math.sin(...) returns -1 then you'll get -6 as a result. The specification specifically states:"If the value written to gl_PointSize is less than or equal to zero, results are undefined". In fact it is causing such a problem on our platform.
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由 Chris Box 提交于
Updated EventTarget.dispatchEvent so that it will not iterate over custom members of the Array class
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- 19 11月, 2012 3 次提交
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由 Martin Panknin 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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- 18 11月, 2012 1 次提交
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由 Ben Adams 提交于
Changed indices to use Uint16Array rather than Int16Array to make full use of the 16bit precision of the pointer
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- 17 11月, 2012 4 次提交
- 16 11月, 2012 16 次提交
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由 zz85 提交于
Its sometimes easier to run node.js than python on some computers (eg. on a fresh installation of windows). Although previously discussed in #534, I thought it'd be nice to have a simple web server in jss since a python-less build system is already in place. This could be an alternative to `python -m SimpleHTTPServer` To use, cd to the base directory and run `node utils/simplehttpserver.js <port number>`
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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
Fixes #2637
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由 Mr.doob 提交于
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由 alteredq 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
See #2638
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由 alteredq 提交于
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由 alteredq 提交于
Changed WebGLRenderer's sortFacesByMaterial to only split geometry if MeshFaceMaterial is used at the first render. Fixes #2638
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由 alteredq 提交于
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由 alteredq 提交于
Before attributes were enabled just once, when creating a new program and then they were never disabled (with exception of UVs). Now before rendering of the object existing enabled attributes are disabled and attributes required by program are enabled (these GL state changes are cached so they happen only when active geometry or material changes inside a frame). There is still some gray zone for more exotic rendering methods (immediate render objects and render plugins do not disable outstanding enabled attributes, they just enable attributes they need) but we'll address these if they start to make problems. Performance seems to be ok, at least for current examples, though there may be some use cases which could get dramatically slower with these changes (before optimizations naive attribute disabling / enabling every time halved the framerate in performance stress test). Fixes #2633 (hope so)
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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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