- 20 12月, 2010 1 次提交
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由 Mr.doob 提交于
Added `boundingBox`, `boundingSphere` and `computeBoundingSphere` to Geometry.
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- 10 12月, 2010 1 次提交
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由 Fabrica Sapiens 提交于
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- 09 12月, 2010 1 次提交
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由 Mr.doob 提交于
`THREE.Matrix4()` → `THREE.Matrix4( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 )`
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- 03 12月, 2010 1 次提交
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由 Mr.doob 提交于
Matrix4.transformVector4 ⟶ Matrix4.multiplyVector4
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- 02 12月, 2010 1 次提交
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由 Mr.doob 提交于
Implemented gero3's Matrix4.transformVector3 optimisation ( http://jsperf.com/diff-in-speed-for-three-js ).
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- 01 12月, 2010 1 次提交
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由 Mr.doob 提交于
This commit fixes what that change broke. Removed chromatic distortion from WebGL reflection/refraction.
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- 30 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 26 11月, 2010 1 次提交
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由 Mr.doob 提交于
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- 15 11月, 2010 1 次提交
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由 Mr.doob 提交于
Optimised Particles projection in CanvasRenderer.
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- 30 10月, 2010 3 次提交
- 29 10月, 2010 1 次提交
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由 Mr.doob 提交于
* Minor fixes (Geometry normal calculation) * Isolated Matrix3 code into `Matrix3.js` * README and TODO updated
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- 24 10月, 2010 1 次提交
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由 alteredq 提交于
Added rudimentary 3x3 matrix class (just transpose, as this is needed for normal matrix).
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- 06 10月, 2010 1 次提交
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由 Mr.doob 提交于
* `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only) * `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore * Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse)) * Added `computeCentroids` method to `Geometry` * Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
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- 30 9月, 2010 1 次提交
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由 mindlapse 提交于
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- 29 9月, 2010 2 次提交
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由 Julian Walker 提交于
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由 Julian Walker 提交于
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- 21 9月, 2010 1 次提交
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由 Mr.doob 提交于
- Minor tweaks
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- 18 9月, 2010 1 次提交
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由 philogb 提交于
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- 09 9月, 2010 2 次提交
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由 Nicolas Garcia Belmonte 提交于
* Bug Fix: Matrix4.makeInvert was calling a non existent scale method. Replaced with multiplyScalar. * Bug Fix: DirectionalLight wasn't normalizing the direction vector. * Added lights to the scene for test.html
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由 Nicolas Garcia Belmonte 提交于
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- 03 9月, 2010 1 次提交
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由 Nicolas Garcia Belmonte 提交于
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- 02 8月, 2010 1 次提交
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由 Mr.doob 提交于
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- 17 7月, 2010 1 次提交
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由 Mr.doob 提交于
* `Face4` now supports `MeshBitmapUVMappingMaterial` * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`. * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial` * `ColorFillMaterial` > `MeshColorFillMaterial` * `ColorStrokeMaterial` > `MeshColorStrokeMaterial` * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial` * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial` * `ColorStrokeMaterial` > `LineColorMaterial` * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
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- 14 7月, 2010 2 次提交
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由 Mr.doob 提交于
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由 philogb 提交于
Old Vector and Matrix constructor functions would create all methods and make assignments with each call. A lot of speed-ups can be made by using shared properties through the prototype chain. Since methods and initialized properties are shared among all instances they're only created once. Some tests can be seen at examples/performance-test.html Some results: Chrome //6.4 times faster performance-test.html:25 Vector2 x 5000000: 213ms performance-test.html:30 Vector2Orig x 5000000: 1366ms //8.3 times faster performance-test.html:37 Vector3 x 5000000: 241ms performance-test.html:42 Vector3Orig x 5000000: 2015ms //3.8 times faster performance-test.html:49 Vector4 x 5000000: 278ms performance-test.html:54 Vector4Orig x 5000000: 1059ms //7.5 times faster performance-test.html:61 Matrix4 x 5000000: 937ms performance-test.html:66 Matrix4Orig x 5000000: 7004ms Firefox //6.8 times faster Vector2 x 50000: 45ms Vector2Orig x 50000: 307ms //11.5 times faster Vector3 x 50000: 48ms Vector3Orig x 50000: 550ms //3.8 times faster Vector4 x 50000: 61ms Vector4Orig x 50000: 234ms //9.4 times faster Matrix4 x 50000: 199ms Matrix4Orig x 50000: 1878ms where "Orig" are old versions of the objects. Running these tests multiple times can yeild different results due to browser cache. However the results are always kind of similar in terms of speedup.
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- 07 7月, 2010 1 次提交
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由 Mr.doob 提交于
- Matrix4.lookAt fix (CanvasRenderer and SVGRenderer now handle the -Y) - Color class now using 0-1 floats instead of 0-255 integers
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- 23 6月, 2010 2 次提交
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由 Mr.doob 提交于
- Simplified lookAt in Matrix4 - Added cross() in Vector3
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http://github.com/supereggbert)由 Mr.doob 提交于
- Object3D.overdraw = true to enable CanvasRenderer screen space point expansion hack.
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- 21 6月, 2010 2 次提交
- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 07 6月, 2010 1 次提交
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由 Mr.doob 提交于
- CanvasRenderer supports TextureUVMappingMaterial. - Moved UVs to Geometry. - Minor clean up
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- 06 6月, 2010 1 次提交
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由 Mr.doob 提交于
+ Workaround for WebKit not supporting rgba() in SVG yet + Aesthetic changes on the readme file
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- 17 5月, 2010 1 次提交
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由 Mr.doob 提交于
Vector3.cross -> crossSelf added Vector3.multiplySelf and others (kile)
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- 16 5月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added THREE namespace Camera.x -> Camera.position.x Camera.target.x -> Camera.target.position.x ColorMaterial -> ColorFillMaterial FaceColorMaterial -> FaceColorFillMaterial Materials are now multipass (use array) Added ColorStrokeMaterial and FaceColorStrokeMaterial geometry.faces.a are now indexes instead of links
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- 01 5月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Paul Brunt 提交于
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