- 05 2月, 2013 1 次提交
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由 Mr.doob 提交于
Editor: Added @drewnoakes dragover handling. Seesms like droping wasn't working on some setups. See #3035.
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- 27 1月, 2013 1 次提交
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由 Mr.doob 提交于
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- 16 1月, 2013 3 次提交
- 06 1月, 2013 2 次提交
- 31 12月, 2012 2 次提交
- 23 12月, 2012 2 次提交
- 13 12月, 2012 1 次提交
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由 Mr.doob 提交于
This gave me a hard time in a presentation where I was embeding the editor in one of the slides and it was stealing the focus...
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- 29 11月, 2012 1 次提交
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由 alteredq 提交于
This got broken after GeometryLoader got removed, using instead JSONLoader.
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- 14 11月, 2012 5 次提交
- 13 11月, 2012 2 次提交
- 12 11月, 2012 1 次提交
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由 Mr.doob 提交于
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- 09 11月, 2012 1 次提交
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由 alteredq 提交于
Now it should look the same no matter where the object is located.
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- 08 11月, 2012 1 次提交
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由 alteredq 提交于
Also fixed spotlights shading in Lambert material and light helpers init colors for light intensities > 1. Please disregard init scene lighting weirdness, this is just temporary, to be able to test light helpers.
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- 26 10月, 2012 5 次提交
- 25 10月, 2012 12 次提交
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由 alteredq 提交于
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由 alteredq 提交于
And menubar hover thingies are back ;) See discussion in https://github.com/alteredq/three.js/commit/fe902e553f5e30e3752398ad1588bcc4ea1f5513
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由 Mr.doob 提交于
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由 alteredq 提交于
That was a bit tricky - because Viewport was created before Sidebar.Outliner, cameraChanged signal wasn't effectively setting activeCamera in Outliner (which is how it is passed to SceneExporter). Changing order of these UI element creations though started to (correctly) highlight Viewport, and as this is controlled via pseudo CSS :focus class, it can't be easily overridden from JavaScript. We should really start to use CSS.
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Not sure if helpers should be fogged or not. It does look pretty weird when they are not fogged. Also having helpers fogged helps to get a sense of the fog effect over larger space. Maybe there could be a checkbox for enabling this, to be able to see things if they need to be modified while in the fog. Also found and fixed a bug deep in WebGLRenderer, where shaders were not recompiled when changing fog types because fog type wasn't taken into account when creating shader code hash. Phew, that was a tough one to figure out. This Editor thingie really forces us to dust all nooks and cranies of the codebase ;)
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由 alteredq 提交于
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由 alteredq 提交于
For the moment just clear color is plugged in.
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由 alteredq 提交于
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由 alteredq 提交于
Using a name of the object to be deleted (if available) and only appearing when something is selected.
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由 Mr.doob 提交于
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