- 01 2月, 2011 2 次提交
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由 alteredq 提交于
It works more or less the same as lines: - particles are passed to ParticleSystem object as geometry - material is ParticleBasicMaterial (textures should be supported, not tested yet) - geometry can be updated by setting "__dirtyVertices" property of the geometry
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由 alteredq 提交于
Expect it not working on almost everything ;) Requires Autodesk FBX SDK Python bindings to work. On Windows it should theoretically work "out-of-the-box", for other platforms, you will need to get SDK from: http://usa.autodesk.com/adsk/servlet/pc/index?siteID=123112&id=6837478
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- 29 1月, 2011 1 次提交
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由 alteredq 提交于
Work in progress ...
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- 28 1月, 2011 4 次提交
- 27 1月, 2011 11 次提交
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由 alteredq 提交于
Also shader program building is now spread over loading time.
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由 alteredq 提交于
Creating all GPU stuff when rendering the first frame doesn't work well with gated initialization :(.
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由 alteredq 提交于
Click on small [+] in the upper left corner.
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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- 26 1月, 2011 10 次提交
- 25 1月, 2011 1 次提交
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由 alteredq 提交于
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- 24 1月, 2011 11 次提交
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由 alteredq 提交于
Based on formula from: http://transporter-game.googlecode.com/files/HDRRenderingInOpenGL.pdf
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Updated TODO.
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由 alteredq 提交于
Hopefully this resolved double merge of astrodud's pull request.
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由 Mr.doob 提交于
Removed Flattr button from README.
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由 Mr.doob 提交于
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由 alteredq 提交于
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