- 27 7月, 2016 17 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 satori99 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Alan Smithee 提交于
* adds toJSON methods to scene and fog objects * adds toJSON method to FogExp2 * adds fog instantiation to ObjectLoader.parse * adds type info to fog JSON serialization and loading * fixes unresolved conflict from rebase
-
由 Arthur Silber 提交于
* Adds THREE.UnsignedInt248Type and THREE.DepthStencilFormat constants * Extends DepthTexture to allow for either THREE.DepthFormat or THREE.DepthStencilFormat * Extends depthTexture initialization to support both DepthTextureFormat and DepthStencilFormat * Fixes typos * Ensures correct internal format for DepthStencil textures * Allows to set depthTexture via options.depthTexture in constructor
-
由 Sean Zellmer 提交于
* Fix method link 'ReturnType's of all math object documentation * Misc Documentation fixes
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Sean Zellmer 提交于
* Add intersectSphere() method to Ray docs * Remove ?s in Ray documentation after return values These are unique phenomenon in the current docs and don't seem to indicate anything meaningful.
-
由 spidersharma03 提交于
1. Draw Non Selected objects in the depth buffer 2. Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects. Write a mask here for visible and hidden edges. 3. Downsample the Mask buffer to half 4. Edge detect the half res buffer, with different colors to hidden and visible edges. 5. Blur the edges of half res/quarter res buffer(quarter res is used for edge glow) 6. Add the blurred edges on top of original scene using the full res mask buffer
-
由 flagstone78 提交于
Changed the bevel so that it is elliptical instead of sinusoidal. Formatted both areas the same with the linear option in the comments.
-
由 Takahiro 提交于
-
- 24 7月, 2016 2 次提交
-
-
由 Karim Beyrouti 提交于
Added `setWithCredentials` function to: ImageLoader, and TextureLoader which send the `withCredentials` variable to the XHRLoader. (#9391)
-
由 Mr.doob 提交于
-
- 23 7月, 2016 5 次提交
-
-
由 Rich Harris 提交于
-
由 Mr.doob 提交于
-
由 Alan Smithee 提交于
-
由 Rich Harris 提交于
This will hopefully prevent other people making the same mistake as me (https://github.com/mrdoob/three.js/pull/9381#issuecomment-234625456)
-
由 Rich Harris 提交于
* move is* properties to prototypes and remove unused ones * rebuild * merge dev -> less-is * remove rebuild from PR
-
- 22 7月, 2016 8 次提交
- 21 7月, 2016 1 次提交
-
-
由 spidersharma03 提交于
* Bloom Pass Inspired from Unreal * Extract Bright Pass * Mip Map blur Pass * Combine Pass * resize function in Bloom resize function in Bloom * Bug Fixes and a few Changes * Resize bug fix * changed blur filter. Need to reinvestigate, the older blur sometime * Changed kernel size. was too big.
-
- 19 7月, 2016 1 次提交
-
-
由 Jaakko Manninen 提交于
-
- 18 7月, 2016 1 次提交
-
-
由 Daniel Hritzkiv 提交于
* DRYer texture creation for different map types Noticed there was a fair bit of repetition in each map line case. This pulls the case logic out into a reusable function This also adds support for texture parameters for specular maps as a result. (Expands on #9311 and #9308) * Change style of function declaration
-
- 17 7月, 2016 1 次提交
-
-
由 Benjamin Dobell 提交于
-
- 16 7月, 2016 1 次提交
-
-
由 Michael Blix 提交于
Forgot the br.
-
- 15 7月, 2016 1 次提交
-
-
由 Benjamin Dobell 提交于
-
- 14 7月, 2016 2 次提交