- 20 2月, 2019 1 次提交
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由 Mugen87 提交于
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- 14 1月, 2019 1 次提交
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由 Marc-Sefan Cassola 提交于
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- 01 12月, 2018 3 次提交
- 28 11月, 2018 2 次提交
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由 Jordan Santell 提交于
Reuse scene/camera/shaders across all instances of EquirectangularToCubeGenerator, PMREMGenerator, and PMREMCubeUVPacker to eliminate memory leak from accumulating WebGLStates. Fixes #15288.
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由 Jordan Santell 提交于
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- 30 5月, 2018 1 次提交
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由 WestLangley 提交于
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- 20 4月, 2018 1 次提交
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由 Mugen87 提交于
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- 10 4月, 2018 1 次提交
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由 WestLangley 提交于
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- 04 4月, 2018 1 次提交
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由 WestLangley 提交于
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- 03 4月, 2018 1 次提交
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由 WestLangley 提交于
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- 04 1月, 2018 3 次提交
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由 Daniel Hritzkiv 提交于
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由 Daniel Hritzkiv 提交于
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由 Daniel Hritzkiv 提交于
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- 18 1月, 2017 1 次提交
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由 Mr.doob 提交于
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- 07 12月, 2016 1 次提交
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由 Ben Houston 提交于
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- 01 6月, 2016 1 次提交
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由 Mr.doob 提交于
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- 03 5月, 2016 1 次提交
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由 Raoul v. R 提交于
* Examples: use .texture of input render targets. * Assign null instead of undefined.
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- 13 4月, 2016 1 次提交
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由 Ben Houston (Clara.io) 提交于
Add high quality rand() function to common.glsl and an example to show off the noise textures. (#8603) * create procedural glsl and an example to show off the noise textures. * add to files.js * adopt noise procedural in PMREMGenerator. * fix page title per @arose's suggestion. * more adoption of procedural.glsl * remove procedural.glsl, add a single line to common.glsl. Update other files as needed. * cleanup shaders to use common.glsl * tabify. * avoid collapsing into a single function - @WestLangley recommendations * more adoption of tabs. * fix tabs.
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- 02 4月, 2016 2 次提交
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* fix bug where gammaInput/gammaOutput were reset by the PMREM generators. # Conflicts: # examples/js/pmrem/PMREMCubeUVPacker.js * propagate encodings properly between PMREM CubeUVPacker and PMREMGenerator as well as through texture constructors. # Conflicts: # examples/js/pmrem/PMREMCubeUVPacker.js * turn off tonemapping, fix None HDR map option. # Conflicts: # examples/webgl_materials_envmaps_hdr.html * minor envmaps_hdr improvements. # Conflicts: # examples/webgl_materials_envmaps_hdr.html * fix double decode. * recalc materials when changing texture encodings. # Conflicts: # examples/webgl_materials_envmaps_hdr.html * clean up envmap_hdr example.
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- 15 3月, 2016 2 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 11 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 01 3月, 2016 1 次提交
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由 Ben Houston 提交于
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- 27 2月, 2016 5 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
float and half HDR CUbe Maps load and are properly generated. Something wrong when using RGBE encoding.
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 24 2月, 2016 1 次提交
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由 Ben Houston 提交于
cube_uv_reflection map shader. (written by @spidersharma03, modified by @bhouston)
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- 13 2月, 2016 3 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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由 Ben Houston 提交于
clean up PMREMGEnerator, incorporate global encodings.glsl. Add into the THREE namespace, move into examples.
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