1. 28 3月, 2012 1 次提交
  2. 27 12月, 2011 1 次提交
  3. 29 11月, 2011 1 次提交
  4. 25 11月, 2011 1 次提交
  5. 23 10月, 2011 1 次提交
  6. 22 10月, 2011 1 次提交
    • A
      Added "autoUpdateObjects" flag to WebGLRenderer. · 5edfb126
      alteredq 提交于
      This is to be able to skip redundant updates in multipass rendering (like for shadow maps or dynamic cube maps).
      
      Also reshuffled initWebGLObjects calls to have just a single update in a basic scenario of shadow map pass followed by scene render.
      
      Still need to solve somehow potential redundant updates in EffectComposer (which can mix multiple scenes).
      5edfb126
  7. 15 10月, 2011 2 次提交
  8. 14 10月, 2011 1 次提交
  9. 06 10月, 2011 1 次提交
  10. 05 10月, 2011 1 次提交
  11. 02 10月, 2011 1 次提交
    • M
      Fixed the rest of the examples. · ad31ff12
      Mr.doob 提交于
      Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
      Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
      ad31ff12
  12. 26 9月, 2011 1 次提交
  13. 21 9月, 2011 2 次提交
  14. 06 9月, 2011 1 次提交
  15. 01 9月, 2011 1 次提交
    • A
      Added MaskPass to postprocessing and clearTarget to WebGLRenderer. · 59bfd811
      alteredq 提交于
      Masking was real pain to get working with multiple render targets :/.
      
      Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
      59bfd811
  16. 31 8月, 2011 3 次提交
  17. 29 8月, 2011 2 次提交
  18. 14 6月, 2011 1 次提交
  19. 02 6月, 2011 1 次提交