- 31 3月, 2015 1 次提交
-
-
由 Mr.doob 提交于
-
- 20 3月, 2015 2 次提交
-
-
由 Ben Houston 提交于
-
由 Ben Houston 提交于
add ambientocclusion glsl shaders. Separate out uv/uv2 vertex and fragment shaders to make things cleaner.
-
- 20 2月, 2015 1 次提交
-
-
由 Mr.doob 提交于
-
- 25 1月, 2015 1 次提交
-
-
由 Mr.doob 提交于
-
- 20 12月, 2014 1 次提交
-
-
由 Ben Houston 提交于
adopt common.glsl shader utilities across all shaders where applicable. Fix vec*matrix bug in envmap_fragment.glsl
-
- 14 11月, 2014 1 次提交
-
-
由 Nikos M 提交于
(three.js issue: #5552) add BinaryTextireLoader.js, RGBELoader.js (plus example), TGALoader.js extends BinaryTextureLoader.js
-
- 12 11月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 22 10月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 14 10月, 2014 1 次提交
-
-
由 Mr.doob 提交于
Also trying to only call gl.getExtension() when needed.
-
- 10 10月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 23 9月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 17 9月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 09 9月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 21 8月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 25 7月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 02 7月, 2014 2 次提交
-
-
由 Ted Cipicchio 提交于
-
由 Mr.doob 提交于
-
- 01 7月, 2014 1 次提交
-
-
由 OpenShift guest 提交于
-
- 22 5月, 2014 1 次提交
-
-
由 Ian Kerr 提交于
-
- 14 5月, 2014 2 次提交
-
-
由 Mr.doob 提交于
-
由 Ian Kerr 提交于
Object3D instace to be used for skinning--not just Bone instances. Furthermore, this commit removes the restriction that a SkinnedMesh can only be skinned by child objects/bones. Now, a SkinnedMesh can reference arbitrary objects for the purpose of skinning. One implication of this is that Bone.skinMatrix has been removed as it is no longer necessary. Here is a breakdown of the notable changes: src/extras/animation/Animation.js * Fixed animation of non-bones * Removed references to skinMatrix src/extras/animation/AnimationHandler.js * Removed special handling of SkinnedMatrix instances src/extras/animation/KeyFrameAnimation.js * Removed special handling of Bone instances * Removed references to skinMatrix src/extras/helpers/SkeletonHelper.js * Removed references to skinMatrix and Skeleton src/objects/Bone.js * Removed references to skinMatrix src/objects/Skeleton.js * Removed entirely, refactoring functionality back into SkinnedMesh src/objects/SkinnedMesh.js * Re-added code to construct the skeleton hierarchy when it is present in the geometry object that is passed to the constructor. This is here for backwards compatibility and could be refactored at a later time. * Added bind() function that takes an array of bones (Object3D instances) that are used to skin the mesh. This function establishes the initial bind transforms of the mesh and bones. * Added initBoneInverses() function that is used internally by bind() to calculate the bind matrices. * Added initBoneMatrices(), which contains refactored code that previously existed in the constructor (prior to the THREE.Skeleton refactor). This code sets up storage for the bone matrices and/or texture. It is used internally by bind(). * Added updateBoneMatrices(), which is called by the renderer after the scene's world matrices have been updated. This is done in a separate pass because SkinnedMesh can depend on objects that are stored anywhere in the scene hierarchy, not necessarily child objects. src/renderers/WebGLRenderer.js * Call updateBoneMatrices() on SkinnedMesh instances after world matrices have been updated * Removed references to Skeleton
-
- 12 5月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 09 5月, 2014 1 次提交
-
-
由 Mu Daosheng 提交于
-
- 06 5月, 2014 1 次提交
-
-
由 Mu Daosheng 提交于
-
- 01 5月, 2014 3 次提交
- 30 4月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 20 4月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 09 4月, 2014 1 次提交
-
-
由 michael 提交于
-
- 02 4月, 2014 5 次提交
- 28 3月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 24 3月, 2014 2 次提交
-
-
由 James Baicoianu 提交于
-
由 James Baicoianu 提交于
-
- 21 3月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-