- 17 11月, 2014 5 次提交
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由 Nick Spiel 提交于
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由 Mr.doob 提交于
fixed THREE.PointCloud rendering
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Changed no. of segments of circle and cylinder
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由 Mr.doob 提交于
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- 15 11月, 2014 2 次提交
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由 Akshay Nagpal 提交于
Line 101 : 32 segments instead of 8 as it gives the cylinder a more realistic look. Line 123 : 32 radiusSegments instead of 8 as it gives the cylinder a more realistic look.
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由 mschuetz 提交于
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- 14 11月, 2014 11 次提交
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由 Mr.doob 提交于
Fixed THREE.MorphAnimation so that multiple can run simultaneously
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由 Mr.doob 提交于
fixed rendering indexed pointclouds
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由 mschuetz 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
(three.js issue: #5552) add BinaryTextireLoader.js, RGBELoader.js (plus ...
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由 Mr.doob 提交于
Make the fragment shader in this sample spec compliant
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由 Mr.doob 提交于
Fix sample for machines with devicePixelRatio > 1
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由 Mr.doob 提交于
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由 Gregg Tavares 提交于
This is arguably exactly why WebGL doesn't adjust the resolution automagically for HD-DPI displays. BECAUSE IT BREAKS STUFF! The program asked for a renderer with a specific size but three.js actually made the canvas some other size. That breaks any app that doesn't know it has to query the size after three as arbitrarily decided to make the canvas some other size. It gets worse if the user's shaders are doing any calculations based on say gl_FragCoord. For example if you did this gl_FragColor = vec4(mod(gl_FragCoord / 100, 2), 0, 1); and you called renderer.setSize( 200, 200 ) The user would expect to get a 2x2 checkerboard but if WebGL or in this case three.js actually makes the canvas some other size his program is broken. It no longer makes what he asked for or was intending to make It's for this reason WebGL doesn't automatically make the canvas a different size than requested. I'd argue three.js should follow the same logic. On top of that far more people have HD-DPI phones than HD-DPI desktops, at least as of today. Phones have slow GPUs so automatically uping three.js app to 4x or 6x the pixel seems like maybe not the best idea. You end up forcing every app to work around three.js if they want to be mobile friendly Just a thought.
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由 Gregg Tavares 提交于
The fragment shader in this sample was calling pow(x, y) where x < 0 but according to the spec pow(x, y) where x < 0 is undefined. This sample therefore didn't run on iOS where that GPU looks like it it returns 0 or NaN when x < 0
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由 Nikos M 提交于
(three.js issue: #5552) add BinaryTextireLoader.js, RGBELoader.js (plus example), TGALoader.js extends BinaryTextureLoader.js
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- 12 11月, 2014 14 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 Mr.doob 提交于
Warn user if we change their texture settings.
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由 BenediktS 提交于
If the user set a wrapS or wrapT parameter we should warn him if his texture is not power of two. We should also warn him if his minFilter is changing.
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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 Mr.doob 提交于
Fix #5570: Set prototype.constructor for all derived classes
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由 Mr.doob 提交于
removed unused argument
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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 Willy VVu 提交于
That `var` was causing some interesting effects, breaking the ability for multiple animations to run at once.
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- 11 11月, 2014 6 次提交
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由 Andrei Kashcha 提交于
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由 Andrei Kashcha 提交于
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由 Andrei Kashcha 提交于
useCachedAreas doesn't seem to be used anywhere.
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由 slawrence 提交于
Notice the change in capitalization of "Screen" to "screen"
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由 Elisée Maurer 提交于
Fixes #5570
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由 Elisée Maurer 提交于
We don't want the THREE.Loader constructor to be executed, we just want to setup our prototype chain. Using new would execute the constructor logic of THREE.Loader.
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- 08 11月, 2014 2 次提交