- 31 7月, 2014 1 次提交
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由 Eric Haines 提交于
Give the demos with ground planes of some sort a consistent "up" direction for the camera, instead of having rotation be able to change this. Simple change: Trackball to OrbitControls.
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- 26 11月, 2012 1 次提交
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由 alteredq 提交于
Default value is THREE.BackSide (use backfaces of objects when rendering depth map), other valid value is THREE.FrontSide (use frontfaces of objects when rendering depth map). See discussion in #2683
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- 02 11月, 2012 1 次提交
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由 alteredq 提交于
This makes it safer to compile shaders without maxLights cap. Only per vertex phong code path is sensitive to available number of varyings (together with shadow maps, but you would need to be pretty crazy to have enough shadowed lights to hit varying limits). Also like this phong material behaves more as expected for large polygons. Performance wise, for many use cases and systems it's actually similar or even faster.
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- 29 10月, 2012 2 次提交
- 18 10月, 2012 1 次提交
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由 alteredq 提交于
Cleaned up custom stats.js styling in examples (thanks to @mrdoob for showing me this is possible ;).
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- 04 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 03 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 02 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 15 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 04 8月, 2012 3 次提交
- 28 3月, 2012 1 次提交
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由 Mr.doob 提交于
Fixed all the examples that used PlaneGeometry except webgl_terrain_dynamic.html (not sure what's going on :S).
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- 14 2月, 2012 2 次提交
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由 Mr.doob 提交于
Is as it was before, but I implemented the event dispatching in a different way (checking the distance of the object position between frames). Also renamed the 'update' event to 'change'. controls.addEventListener( 'change', render ); Right now only misc_camera_trackball.html uses this.
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由 alteredq 提交于
At least till we don't have this solved somehow better I think we should keep the old one. New one makes everything using it feeling broken, it's distracting. Moved new event-driven `TrackballControls` into `TrackballControlsExperimental`. For the moment used just in "misc_camera_trackball.html" example.
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- 13 2月, 2012 1 次提交
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由 Mr.doob 提交于
Now we can do things like this: controls = new THREE.TrackballControls( camera ); controls.addEventListener( 'update', render ); Sadly, some examples are slightly broken until we have better pipeline for assets load complete event dispatching.
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- 06 2月, 2012 1 次提交
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由 alteredq 提交于
MD2Character is an object encapsulating character body, multiple weapons and multiple skins as a single entity.
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