- 25 12月, 2019 1 次提交
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由 Mr.doob 提交于
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- 07 12月, 2019 1 次提交
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由 Arseny Kapoulkine 提交于
Before this change, we only supported one texture matrix for the material that was applied to uv data based on the first texture, in priority order, that needed it. This change adds equivalent support for uv2 - we now transform second UV channel with a second UV transform that is grabbed from aoMap or lightMap (that are the only two textures using it atm). This fixes glTF rendering for files that use KHR_texture_transform on the occlusion texture, including ones produced by gltfpack.
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- 10 10月, 2019 1 次提交
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由 WestLangley 提交于
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- 07 10月, 2019 1 次提交
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由 WestLangley 提交于
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- 12 4月, 2019 1 次提交
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由 WestLangley 提交于
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- 03 7月, 2018 1 次提交
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由 Mugen87 提交于
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- 06 3月, 2018 1 次提交
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由 Takahiro 提交于
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- 10 9月, 2017 1 次提交
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由 Mugen87 提交于
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- 30 8月, 2017 1 次提交
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由 bentok 提交于
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- 31 7月, 2017 1 次提交
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由 WestLangley 提交于
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- 23 7月, 2017 1 次提交
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由 Mr.doob 提交于
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- 14 7月, 2017 1 次提交
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由 WestLangley 提交于
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- 09 4月, 2017 2 次提交
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- 21 3月, 2017 2 次提交
- 26 12月, 2016 1 次提交
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由 Mr.doob 提交于
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- 11 11月, 2016 1 次提交
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由 aardgoose 提交于
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- 09 11月, 2016 1 次提交
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由 Samuel Sylvester 提交于
* sketch of spherical distributions with linearly transformed cosine * adding prelim example sketches for cosine dists * makeSkew method added * add polygon light sandbox example to repo for reference * formatting * notes files * adding skeleton files for area point light * debug directional light integrated into area light example page * initial AreaLightHelper functional in example * makeShape functions for Polygon and add as choices to example * annotating TODO's with name. partial work on AreaLight shader components * adding TODOs and placeholders for all places where AreaLight code needs to be added * fix typo * RectAreaLight shading works in preliminary fashion * updates to example * Preliminary RectAreaLight implementation (no shadows, no distance/decay) * Integrate RectAreaLight with MeshStandardMaterial * moving rectarealight brdf data to an example file. rest of implementation left in place * TubeBufferGeometry: Removed invisible char (#9943) * Remove reference to THREE in IcosahedronGeometry.js (#9945) Fix broken references to THREE namespace in geometries. * Updated builds. * Updated package.json. * Resolved some issues from the first merge * Added demo from https://github.com/mrdoob/three.js/pull/9234 Noticed that the code from @abelnation is not his latest... more merging to come!!! * Fixed issues from merge * Fixed issues from merge... webgl_lights_arealight improved RectAreaLightHelper update bugs fixed * Removing built js files that cause conflicts * Use FileLoader.setMimeType() from MMDLoader (#9990) * MMDPhysics improvement (#9989) * MMDPhysics improvement * Add property defined check * Shoe physic bodies in mmd example by default. * Updated builds. * Improved documentation for constants / Materials (#9993) * Improved documentation for Materials / Material (#9994) * Added defaults to docs / perspectiveCamera (#10007) * added constanst / animation (#10005) * Fixed error in <head> for Docs / AnimationAction, AnimationClip, and AnimationMixer (#10004) * Added default values for zoom, near and far properties of docs / orthographic camera (#10006) * Improved documentation for Constants / Textures (#10001) * Improved documentation for Materials / Material * Moved Texture Combine Operations to constanst / materials * updated Basic, Lambert and Phong .combine property to point to Material constant page * Improved documentation for constants / textures * Added Encoding constants to Textures constants page * Ccdik solver optimization (#10010) * Optimize CCDIKSolver * Remove lines I should have not commit * Remove lines I should have not committed * added missing toJSON method (#10020) * Added missing toJson method (#10019) * added missing toJSON method (#10018) * created documentation for VideoTexture (#10016) * Created doc for CanvasTexture (#10015) * Add CCDIKHelper (#9996) * Add CCDIKHelper * Clean up MMDPhysics.js * Fix typo * Update OBJLoader.html (#10009) Spelling correction. * Fix typo in comment (#10021) * Improved documentation for docs / Texture (#10012) * Improved documentation for docs / Texture * Removed duplicate needsUpate * Improved docs for Clock (#10008) * Created new document page Constants / Renderer (#10002) * Created constants / renderer * renamed Renderer.html to WebGLRenderer.html * Improved documentation for CompressedTexture (#10014) * AudioContext: Added getContext() and setContext(). * Updated builds. * Simplified AudioContext. * Updated builds. * BufferAttribute.onUpload() clean up. * Renamed docs /constants / WebGLRenderer to Renderer (#10028) * fixes #10026 (#10027) * capture bufferAttribute.array properties at first upload (#9972) * save typed array info in attribute properties * use saved attribute properties * remove unused variable * Discard attribute typed arrays for buffered geometries that are not modified after initial rendering (#9512) * add setDiscardBuffer method to BufferGeometry * added discard support to BufferAttribute * add mechanism for discard of BufferAttribute TypedArrays * use more elegant method for creating dummy typed array. * fix typo * Update BufferGeometry.js fix brain fade * rework to use callbacks (phase 1) * rework part 2 * remove build file * support setting onUploadCallback from Geometry * remove repeated calculation from renderer * remove now redundant getter * remove geoemtry interface * document discard mechanism. * merge fixes * restore return.this * drop unneeded call() * rename discard() method to disposeArray() * Improved documentation for WebGLRenderer (#10030) * added missing methods * Finished add methods * redid changed to WebGLRenderer.html * removed unused texture.sourceFile property (#10024) * glTFLoader: Removed hack. See #10024. * Updated builds. * add link to project wiki in README.md (#9987) * Added deprecated msg/fixed link (#10025) * Created documentation for DepthTexture (#10017) * Created documentation for DepthTexture * pulled upstream * added missing comma to docs/list.js * Deprecated UniformsUtils. See #8016. * Updated builds. * MeshBasicMaterial: Add support for lightMap (#9975) * Updated builds.
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- 03 11月, 2016 1 次提交
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由 Takahiro 提交于
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- 21 10月, 2016 1 次提交
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由 Takahiro 提交于
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- 20 8月, 2016 1 次提交
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由 Mr.doob 提交于
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- 22 7月, 2016 1 次提交
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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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- 01 6月, 2016 1 次提交
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由 Mr.doob 提交于
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- 18 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 07 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 24 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2016 1 次提交
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由 Ben Houston 提交于
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- 20 2月, 2016 2 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 15 2月, 2016 1 次提交
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由 WestLangley 提交于
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- 13 2月, 2016 1 次提交
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由 Ben Houston 提交于
add ability to have texel encodings (RGBE,RGBM,etc.) on envMap and emissiveMap that can contain unbounded intensities.
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- 08 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 04 2月, 2016 1 次提交
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由 Mr.doob 提交于
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- 01 2月, 2016 1 次提交
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由 Mr.doob 提交于
Refactored shadowmap code again. Android/Adreno doesn't fails to support bool and mat4 in structs...
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- 29 1月, 2016 3 次提交
- 11 1月, 2016 1 次提交
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由 Mr.doob 提交于
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- 06 1月, 2016 1 次提交
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由 WestLangley 提交于
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