- 05 4月, 2016 4 次提交
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由 dimarudol 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 tschw 提交于
* Revised PerspectiveCamera. - Allows extra skew for stereo rendering. - Allows to query effective FOV angle (considering .zoom). - Proper copy / serialization of all properties. - Tidier, single code path frustum calculation. - No longer uses ProjectionMatrix.makePerspective. * Revised PerspectiveCamera physical interface.
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- 04 4月, 2016 1 次提交
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由 Mr.doob 提交于
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- 03 4月, 2016 2 次提交
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由 Michael Herzog 提交于
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由 Mr.doob 提交于
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- 02 4月, 2016 8 次提交
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由 Mr.doob 提交于
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由 tschw 提交于
See #8428.
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由 Michael Herzog 提交于
* Triangle: new method .closestPointToPoint * better initialization of variables
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由 Mr.doob 提交于
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由 WestLangley 提交于
* Matrix4: added preMultiply method * Matri4: preMultiply -> premultiply
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由 Ben Houston (Clara.io) 提交于
* fix bug where gammaInput/gammaOutput were reset by the PMREM generators. # Conflicts: # examples/js/pmrem/PMREMCubeUVPacker.js * propagate encodings properly between PMREM CubeUVPacker and PMREMGenerator as well as through texture constructors. # Conflicts: # examples/js/pmrem/PMREMCubeUVPacker.js * turn off tonemapping, fix None HDR map option. # Conflicts: # examples/webgl_materials_envmaps_hdr.html * minor envmaps_hdr improvements. # Conflicts: # examples/webgl_materials_envmaps_hdr.html * fix double decode. * recalc materials when changing texture encodings. # Conflicts: # examples/webgl_materials_envmaps_hdr.html * clean up envmap_hdr example.
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由 Justin Holdstock 提交于
Greater than or equal to readyState HAVE_CURRENT_DATA
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由 Justin Holdstock 提交于
Video texture should check ready state of video to see if current frame is renderable, not if future frames are renderable
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- 30 3月, 2016 1 次提交
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由 Jaume Sanchez 提交于
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- 29 3月, 2016 3 次提交
- 28 3月, 2016 2 次提交
- 26 3月, 2016 1 次提交
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由 Mugen87 提交于
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- 25 3月, 2016 2 次提交
- 24 3月, 2016 2 次提交
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由 Ben Houston 提交于
an attempt at working around compiler errors mentioned here: https://github.com/mrdoob/three.js/issues/8161#issuecomment-200809856
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由 Mr.doob 提交于
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- 22 3月, 2016 1 次提交
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由 WestLangley 提交于
Presumably, the previous version was correct. FIxes #8432.
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- 21 3月, 2016 1 次提交
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由 WestLangley 提交于
Raycasting with sprites is an approximation in that the sprite is treated as a disk. In addition, sprites can be non-square, and can be rotated. With this change, if the sprite is square, the "clickable" region is inside the inscribed circle. If the sprite is non-square, the approximation is not very good, but it is better than before.
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- 18 3月, 2016 9 次提交
- 17 3月, 2016 3 次提交
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由 Mr.doob 提交于
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由 Ningxin Hu 提交于
Fix #8358
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由 Mr.doob 提交于
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