- 06 11月, 2012 4 次提交
- 03 11月, 2012 8 次提交
- 02 11月, 2012 12 次提交
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由 alteredq 提交于
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由 alteredq 提交于
This makes it safer to compile shaders without maxLights cap. Only per vertex phong code path is sensitive to available number of varyings (together with shadow maps, but you would need to be pretty crazy to have enough shadowed lights to hit varying limits). Also like this phong material behaves more as expected for large polygons. Performance wise, for many use cases and systems it's actually similar or even faster.
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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 Mr.doob 提交于
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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 alteredq 提交于
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由 alteredq 提交于
It's now up to the application layer to deal with system specific shader limits. Fixes #2477
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由 Mr.doob 提交于
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由 Clément Boissière 提交于
Update doc with latest method names.
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由 alteredq 提交于
Fixes #2581
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- 01 11月, 2012 5 次提交
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由 Jason Davies 提交于
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由 alteredq 提交于
Fixes #2577
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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 alteredq 提交于
Extra check doesn't seem to have much effect on performance. This may become a bigger concern if other bottlenecks would go away. Fixes #2568
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- 30 10月, 2012 1 次提交
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由 alteredq 提交于
Don't need to update scene graph matrices (molecules don't change). This has very little impact on performance though, bottleneck is not on JS side, profiler shows ~65% of time spent in "(program)".
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- 29 10月, 2012 10 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
Maybe these should be toggleable, they are too slow for larger molecules. It seems no matter which DOM elements are used for CSS 3D, you can't have more than couple hundreds without starting to hit a performance wall, even on desktop browsers ;S
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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 alteredq 提交于
This was causing vortex-looking bug when panning camera with TrackballControls on right click drag.
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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