- 22 7月, 2016 3 次提交
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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 Rich Harris 提交于
* convert to ES modules * rebuild * move shaders back into glsl files * reinstate polyfills
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- 21 7月, 2016 1 次提交
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由 spidersharma03 提交于
* Bloom Pass Inspired from Unreal * Extract Bright Pass * Mip Map blur Pass * Combine Pass * resize function in Bloom resize function in Bloom * Bug Fixes and a few Changes * Resize bug fix * changed blur filter. Need to reinvestigate, the older blur sometime * Changed kernel size. was too big.
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- 19 7月, 2016 1 次提交
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由 Jaakko Manninen 提交于
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- 18 7月, 2016 1 次提交
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由 Daniel Hritzkiv 提交于
* DRYer texture creation for different map types Noticed there was a fair bit of repetition in each map line case. This pulls the case logic out into a reusable function This also adds support for texture parameters for specular maps as a result. (Expands on #9311 and #9308) * Change style of function declaration
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- 17 7月, 2016 1 次提交
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由 Benjamin Dobell 提交于
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- 16 7月, 2016 1 次提交
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由 Michael Blix 提交于
Forgot the br.
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- 15 7月, 2016 1 次提交
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由 Benjamin Dobell 提交于
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- 14 7月, 2016 5 次提交
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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 Benjamin Cid Pérez 提交于
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由 Yannis Gravezas 提交于
fixes
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由 Michael Blix 提交于
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- 13 7月, 2016 2 次提交
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由 Claudio Gamboa 提交于
Added support to options particleNoiseTex and particleSpriteTex. In this way it is possible to load a texture before and use it always in all instances. Dunno if you will agree with this pull request, but the reason to create it is because I'm using a lot of GPUParticleSystem instances and I need to improve all the requests to textures that this component is doing. Now I just need to do: ```js // .... var textureLoader = new THREE.TextureLoader(); var particleNoiseTex = textureLoader.load("images/perlin-512.png"); var particleSpriteTex = textureLoader.load("images/particle2.png"); // ... // each time I need to instance GPUParticleSystem var particleSystem = new THREE.GPUParticleSystem({ maxParticles: 200, particleNoiseTex: particleNoiseTex, particleSpriteTex: particleSpriteTex }); // .... ```
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由 Wilt 提交于
Updated `clippingPlanes` default value in docs From `[]` to `null`
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- 12 7月, 2016 1 次提交
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由 Jan Hammerschmidt 提交于
* MTLLoader: Support for texture parameters -s u v w for scale (w is ignored) -o u v w for offset (w is ignored) -bm s for bumpmap scale * Fix positional argument to get bumpmap scale * Trim texture url to prevent trailing spaces * Fix calls to getTextureParams (pass material parameters) * Add missing 'var's
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- 10 7月, 2016 1 次提交
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由 Takahiro 提交于
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- 09 7月, 2016 1 次提交
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由 David 提交于
* MTL Loader support for map_Ks * removed amature console log
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- 08 7月, 2016 5 次提交
- 07 7月, 2016 3 次提交
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由 Brian Chirls 提交于
* VREffect: Support layer bounds - Retrieve left and right eye layer bounds on vrdisplaypresentchange - Set viewport to layer bounds when rendering stereo * Fix incorrect variable name and style/spacing * Really, fix vrDisplay variable name * Fix default value for leftBounds in VREffect
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由 Mr.doob 提交于
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由 Paul Masson 提交于
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- 06 7月, 2016 4 次提交
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由 Paul Masson 提交于
* Add iOS workaround to BoxBufferGeometry * Add iOS workaround to CircleBufferGeometry * Add iOS workaround to CircleGeometry * Add iOS workaround to ConeBufferGeometry * Add iOS workaround to ConeGeometry * Add iOS workaround to CylinderBufferGeometry * Add iOS workaround to CylinderGeometry * Add iOS workaround to DodecahedronGeometry * Add iOS workaround to IcosahedronGeometry * Add iOS workaround to LatheBufferGeometry * Add iOS workaround to LatheGeometry * Add iOS workaround to OctahedronGeometry * Add iOS workaround to PlaneBufferGeometry * Add iOS workaround to PlaneGeometry * Add iOS workaround to RingBufferGeometry * Add iOS workaround to RingGeometry * Move header for consistency * Add iOS workaround to SphereBufferGeometry * Add iOS workaround to SphereGeometry * Add iOS workaround to TetrahedronGeometry * Add iOS workaround to TextGeometry * Add iOS workaround to TorusBufferGeometry * Add iOS workaround to TorusGeometry * Add iOS workaround to TorusKnotBufferGeometry * Add iOS workaround to TorusKnotGeometry * Add iOS workaround to SkinnedMesh * Add iOS workaround to MeshBasicMaterial * Add iOS workaround to MeshDepthMaterial * Add iOS workaround to MeshLambertMaterial * Add iOS workaround to MeshNormalMaterial * Add iOS workaround to MeshPhongMaterial * Add iOS workaround to MeshStandardMaterial
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由 Mr.doob 提交于
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由 rfm1201 提交于
The point returned by getPoint was always reverse clockwise on a full ellipse even when the ellipse is clock wise.
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由 Michael Blix 提交于
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- 04 7月, 2016 4 次提交
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由 verteAzur 提交于
bones scaling support: remove hard coded values, add _scale & _handle_scale_channel functions + tested export and import
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由 iefreer 提交于
* Docs api math Vector4.html: miss a closing div tag * Fix description of method equals in class Line3
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由 Paul Masson 提交于
* Add iOS workaround to BoxGeometry * Update iOS workaround * Update iOS workaround * Update iOS workaround * Update iOS workaround
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由 Mr.doob 提交于
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- 02 7月, 2016 5 次提交