- 13 12月, 2011 1 次提交
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由 zz85 提交于
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- 31 10月, 2011 1 次提交
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由 Daniel Ribeiro 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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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 14 10月, 2011 1 次提交
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由 alteredq 提交于
Changed few examples to use this.
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- 13 10月, 2011 1 次提交
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由 alteredq 提交于
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- 12 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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- 04 10月, 2011 2 次提交
- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
Removed QuakeCamera.
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- 25 9月, 2011 1 次提交
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由 Bc. Jan Kaláb 提交于
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- 18 9月, 2011 1 次提交
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由 Chandler Prall 提交于
Modifying FirstPersonCamera, FlyCamera, and PathCamera to fully support their `domElement` parameter
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- 27 7月, 2011 1 次提交
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由 alteredq 提交于
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- 26 7月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2011 1 次提交
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由 alteredq 提交于
Corresponding keys: - R up - F down
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- 03 7月, 2011 2 次提交
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由 Mr.doob 提交于
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由 Chris Killpack 提交于
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- 29 6月, 2011 1 次提交
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由 Chris Killpack 提交于
Add QuakeCamera alias for backwards compatibility.
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- 14 4月, 2011 1 次提交
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由 alteredq 提交于
Fleshed out RollCamera: refactored code out of example, add more keyboard controls, API and made it framerate independent.
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- 12 4月, 2011 1 次提交
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由 alteredq 提交于
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- 11 4月, 2011 1 次提交
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由 alteredq 提交于
Also changed autoForward in QuakeCamera not to interfere with backwards direction. Tweaked a bit minecraft AO demo, using extra power for more cubes.
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 02 4月, 2011 2 次提交
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由 alteredq 提交于
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由 Mikael Emtinger 提交于
Added Q-button to Quake Camera to freeze update (good to have when debugging stuff so camera go away)
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- 30 3月, 2011 1 次提交
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由 alteredq 提交于
DragToLook was weird, instead activeLook can be now used for simple switching on/off of mouse look around.
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- 15 3月, 2011 2 次提交
- 14 3月, 2011 1 次提交
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由 alteredq 提交于
PathCamera automatically follows path passing through waypoints (interpolated via Catmull-Rom spline). View angles can be constrained and controlled by mouse. Work in progress, there are still some issued to be solved (constant movement speed, broken automatic update, broken frustum culling).
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- 11 3月, 2011 1 次提交
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由 alteredq 提交于
Also half-baked QuakeCamera update managed to sneak in.
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- 07 3月, 2011 1 次提交
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由 alteredq 提交于
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- 04 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 02 3月, 2011 3 次提交
- 28 2月, 2011 2 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 26 2月, 2011 1 次提交
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由 alteredq 提交于
Now you can add keyboard + mouse camera control with a single line, just change camera type and add parameters: camera = new THREE.QuakeCamera( { fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 10000, movement_speed: 1, look_speed: 0.002, nofly: true, look_vertical: false } ); Thanks to mrdoob for suggestions ;)
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