- 15 3月, 2013 1 次提交
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由 Mr.doob 提交于
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- 27 2月, 2013 2 次提交
- 26 2月, 2013 1 次提交
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由 Mr.doob 提交于
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- 24 2月, 2013 1 次提交
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由 Tomas Carnecky 提交于
Multiple objects can have the same id. Using that id to compare the render objects makes the sort function unstable. Use the webgl object's index in the render list instead. That number is guaranteed to be unique. This fixes #2966.
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- 21 2月, 2013 1 次提交
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由 zz85 提交于
Prevent BufferGeometry custom attributes's array from being deleted by setting geometry.attributes.name.dynamic = true
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- 20 2月, 2013 2 次提交
- 19 2月, 2013 3 次提交
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由 zz85 提交于
This seems to get 15fps faster than the non BufferGeometry counterpart. Note that buffergeometry.dynamic = true is required for updates Also cleaned up WebGLRenderer
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由 zz85 提交于
Use geometry.attributes.index.needsUpdate geometry.attributes.position.needsUpdate geometry.attributes.normal.needsUpdate geometry.attributes.uv.needsUpdate geometry.attributes.color.needsUpdate geometry.attributes.custom.needsUpdate instead of for usual geometries geometry.verticesNeedUpdate geometry.elementsNeedUpdate geometry.uvsNeedUpdate geometry.normalsNeedUpdate geometry.colorsNeedUpdate geometry.tangentsNeedUpdate
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由 zz85 提交于
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- 18 2月, 2013 1 次提交
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由 zz85 提交于
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- 17 2月, 2013 1 次提交
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由 zz85 提交于
- fixes #3017 and possibly #3084
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- 14 2月, 2013 1 次提交
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由 Mr.doob 提交于
Seems like @gero3 is MIA. We'll try again on the next cycle.
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- 08 2月, 2013 1 次提交
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由 Mr.doob 提交于
Ok, lets give this a push :) @gero3 webgl_lensflares.html seems to be broken.
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- 07 2月, 2013 1 次提交
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由 Aleksandar Rodic 提交于
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- 05 2月, 2013 2 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
make Matrix4.getPosition() deprecated and replace all usages in core library with Vector3.getPositionFromMatrix()
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- 29 1月, 2013 2 次提交
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由 OpenShift guest 提交于
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由 OpenShift guest 提交于
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- 16 1月, 2013 2 次提交
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由 Mr.doob 提交于
@WestLangley I've changed most of the vector.applyMatrix4() to vector.projectPoint(). Feel free to change back the ones that aren't needed (or let me know which ones can need to be changed back and I will do it).
- 06 1月, 2013 1 次提交
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由 Ben Adams 提交于
Extra feature detection tests, to know what to load when using library e.g. If no compressed texture support, load regular textures etc If no float texture support, do multi pass rendering and pack float into rgba If no dervitives do something else...
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- 04 1月, 2013 1 次提交
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由 Mr.doob 提交于
Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860. Good thing we have a ton of examples to make sure nothing is broken. The unit tests also helped. However, I suspect I've left something unchanged.
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- 02 1月, 2013 1 次提交
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由 Aki 提交于
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- 01 1月, 2013 1 次提交
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由 Ben Houston 提交于
Frustum.contains -> intersectsObject, containsSphere->intersectsSphere, removed Frustum.containsAnyPoints, .transform. Update unit tests accordingly.
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- 31 12月, 2012 2 次提交
- 30 12月, 2012 2 次提交
- 24 12月, 2012 2 次提交
- 14 12月, 2012 1 次提交
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- 13 12月, 2012 1 次提交
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由 Mr.doob 提交于
Still unsure of whether to rename it to dispose instead. I guess a problem of the world deallocate is that you're unsure wether it is dealocate or deallocate.
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- 12 12月, 2012 1 次提交
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由 alteredq 提交于
See #2624
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- 11 12月, 2012 4 次提交
- 09 12月, 2012 1 次提交
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由 Mr.doob 提交于
It's hard to test because, I think, chrome is now automatically deallocating stuff on it's own @alteredq I've done a combined deallocateGeometry and some things here and there would need to be refactored but... what do you think?
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