1. 15 4月, 2015 1 次提交
  2. 06 4月, 2015 2 次提交
  3. 05 1月, 2015 1 次提交
  4. 23 12月, 2014 1 次提交
  5. 16 12月, 2014 1 次提交
  6. 06 9月, 2014 1 次提交
  7. 30 6月, 2014 1 次提交
  8. 28 2月, 2014 1 次提交
  9. 04 1月, 2014 1 次提交
  10. 16 9月, 2013 1 次提交
  11. 10 4月, 2013 1 次提交
  12. 04 3月, 2013 1 次提交
  13. 16 1月, 2013 1 次提交
  14. 04 1月, 2013 1 次提交
    • M
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub,... · b062fee8
      Mr.doob 提交于
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860.
      Good thing we have a ton of examples to make sure nothing is broken. The unit tests also helped. However, I suspect I've left something unchanged.
      b062fee8
  15. 30 11月, 2012 1 次提交
  16. 27 11月, 2012 1 次提交
    • A
      Renamed renderer.shadowMaterialSide => renderer.shadowMapCullFace · ea4b8a60
      alteredq 提交于
      Default value THREE.CullFaceFront, other valid value THREE.CullFaceBack.
      
      These constants also go into renderer.setFaceCulling( cullFace, frontFace ) where they replace strings:
      
      "back"  => THREE.CullFaceBack
      "front" => THREE.CullFaceFront
      "frontback"    => THREE.CullFaceFrontBack
      ""/0/undefined => THREE.CullFaceNone
      
      See discussion in #2683
      ea4b8a60
  17. 26 11月, 2012 1 次提交
  18. 20 11月, 2012 1 次提交
  19. 15 11月, 2012 2 次提交
  20. 18 10月, 2012 2 次提交
  21. 03 10月, 2012 1 次提交
  22. 02 10月, 2012 1 次提交
  23. 25 9月, 2012 2 次提交
  24. 20 8月, 2012 1 次提交
  25. 15 8月, 2012 1 次提交
  26. 07 8月, 2012 1 次提交
  27. 04 8月, 2012 2 次提交
  28. 15 6月, 2012 1 次提交
    • A
      Another batch of examples resizing. · 47b9abfd
      alteredq 提交于
      This should be the last one. The only ones left should be "webgl_postprocessing" and "webgl_postprocessing_dof" where I got stuck.
      47b9abfd
  29. 14 4月, 2012 1 次提交
    • A
      Implemented real spotlights. · 1087cf8c
      alteredq 提交于
      This adds 2 extra parameters to SpotLight:
      
      - "angle" for controlling light cone width
      - "exponent" for controlling sideways light attenuation (from light->target axis towards edges of light cone)
      
      Warning: this changes appearance of everything that used old fake SpotLight. To get approximately similar look use these parameter values:
      
      ```
      spotLight.angle = Math.PI;
      spotLight.exponent = 1;
      ```
      
      Todo:
      
      - implement spotlights in normal map and skin shaders
      - check what's going on with vertex colors and ambient term in unlit parts
      - check shadowmap darkening vs unlit parts darkening
      - maybe some better formula for light cone attenuation, current one varies too wildly with cone angle
      1087cf8c
  30. 13 4月, 2012 1 次提交
  31. 12 4月, 2012 1 次提交
  32. 08 4月, 2012 1 次提交
  33. 05 4月, 2012 1 次提交
  34. 28 3月, 2012 1 次提交
  35. 03 3月, 2012 1 次提交