- 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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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Except special cases like 3d renderers and cube cameras all examples should be now without warnings.
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 11月, 2011 1 次提交
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由 alteredq 提交于
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 22 10月, 2011 1 次提交
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由 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).
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- 15 10月, 2011 2 次提交
- 14 10月, 2011 1 次提交
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由 alteredq 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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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
All should now work with new cameras.
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- 02 10月, 2011 1 次提交
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由 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.
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- 26 9月, 2011 1 次提交
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由 alteredq 提交于
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- 21 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 9月, 2011 1 次提交
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由 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.
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- 31 8月, 2011 3 次提交
- 29 8月, 2011 2 次提交
- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 6月, 2011 1 次提交
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由 alteredq 提交于
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