- 06 8月, 2012 1 次提交
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由 libra guest 提交于
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- 26 6月, 2012 1 次提交
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由 Mr.doob 提交于
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 13 9月, 2011 1 次提交
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由 alteredq 提交于
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- 31 3月, 2011 1 次提交
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由 Mr.doob 提交于
Moved materials/RenderTarget.js ⟶ renderer/WebGLRenderTarget.js
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- 28 2月, 2011 2 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 18 2月, 2011 1 次提交
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由 alteredq 提交于
- getters/setters are no more in Vector3 - object hierarchies thus don't use "isDirty" - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers - even without this, performance of hierarchies went up (a lot) - objects do not get passed renderer anymore - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?) - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter) - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different) - CanvasRender still broken, despite many efforts :( - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
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- 12 2月, 2011 1 次提交
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由 alteredq 提交于
This is to be able to control depth buffer writing / testing on per geometry chunk level (before it was possible just to hack it on per scene level via exposed GL context). Disabling depth test is useful for example for additively blended particles, handling of transparency or for having background textured quad. Another option would be to have it on per object level, but then this could prevent different handling of objects with both transparent and opaque parts. Also in this commit: - more progress towards mesh vertex colors - less matrix multiplications in render call - fixed ugly bug in doubleSided / flipSided handling - cleanup of materials - added a lot of missing stuff in debug strings and parameters handlers - normal and depth materials now have opacity parameter - wrote comments for non-obvious things
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- 11 2月, 2011 1 次提交
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由 alteredq 提交于
Vertex colors for meshes in progress ...
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- 25 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 14 12月, 2010 1 次提交
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由 Mr.doob 提交于
Made 0xffffff the default color on all materials (0xeeeeee was making the AO a bit darker).
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- 23 11月, 2010 2 次提交
- 13 11月, 2010 2 次提交
- 12 11月, 2010 3 次提交