1. 27 7月, 2016 10 次提交
    • A
      Adds support for combined Depth+Stencil Texture (#9368) · 7250c5c9
      Arthur Silber 提交于
      * Adds THREE.UnsignedInt248Type and THREE.DepthStencilFormat constants
      
      * Extends DepthTexture to allow for either THREE.DepthFormat or THREE.DepthStencilFormat
      
      * Extends depthTexture initialization to support both DepthTextureFormat and DepthStencilFormat
      
      * Fixes typos
      
      * Ensures correct internal format for DepthStencil textures
      
      * Allows to set depthTexture via options.depthTexture in constructor
      7250c5c9
    • S
      Fix method link ReturnTypes for math object documenation (#9413) · 688c2a1a
      Sean Zellmer 提交于
      * Fix method link 'ReturnType's of all math object documentation
      
      * Misc Documentation fixes
      688c2a1a
    • M
      Updated builds. · bde99a23
      Mr.doob 提交于
      bde99a23
    • M
      Moved gaussianPdf out of core. · b2995bd5
      Mr.doob 提交于
      b2995bd5
    • M
      Updated builds. · 8a524f69
      Mr.doob 提交于
      8a524f69
    • M
      Clean up. · 82a4fe3c
      Mr.doob 提交于
      82a4fe3c
    • S
      Add missing intersectSphere() documentation for Ray (#9412) · 07c50858
      Sean Zellmer 提交于
      * Add intersectSphere() method to Ray docs
      
      * Remove ?s in Ray documentation after return values
      
      These are unique phenomenon in the current docs and don't seem to
      indicate anything meaningful.
      07c50858
    • S
      Outline Pass Algorithm (#9407) · 37a0af9f
      spidersharma03 提交于
      1. Draw Non Selected objects in the depth buffer
      2. Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects. Write a mask here for visible and hidden edges.
      3. Downsample the Mask buffer to half
      4. Edge detect the half res buffer, with different colors to hidden and visible edges.
      5. Blur the edges of half res/quarter res buffer(quarter res is used for edge glow)
      6. Add the blurred edges on top of original scene using the full res mask buffer
      37a0af9f
    • F
      Update ExtrudeGeometry.js (#9409) · bf50f022
      flagstone78 提交于
      Changed the bevel so that it is elliptical instead of sinusoidal. Formatted both areas the same with the linear option in the comments.
      bf50f022
    • T
      Clean up WebGLRenderer (#9406) · 3dfc4dfa
      Takahiro 提交于
      3dfc4dfa
  2. 24 7月, 2016 2 次提交
  3. 23 7月, 2016 5 次提交
  4. 22 7月, 2016 8 次提交
  5. 21 7月, 2016 1 次提交
    • S
      Bloom Pass - Inspired from Unreal Engine (#9351) · 22a4c763
      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.
      22a4c763
  6. 19 7月, 2016 1 次提交
  7. 18 7月, 2016 1 次提交
    • D
      DRYer texture creation for different map types (#9336) · 5ded961b
      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
      5ded961b
  8. 17 7月, 2016 1 次提交
  9. 16 7月, 2016 1 次提交
  10. 15 7月, 2016 1 次提交
  11. 14 7月, 2016 5 次提交
  12. 13 7月, 2016 2 次提交
    • C
      Options to particleNoiseTex and particleSpriteText (#9324) · 1a7d9e0b
      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
      		});
      // .... 
      ```
      1a7d9e0b
    • W
      Updated clippingPlanes default value in docs (#9322) · 1552dea8
      Wilt 提交于
      Updated `clippingPlanes` default value in docs
      From `[]` to `null`
      1552dea8
  13. 12 7月, 2016 1 次提交
    • J
      MTLLoader: Support for texture parameters (#9311) · dfc2b26f
      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
      dfc2b26f
  14. 10 7月, 2016 1 次提交