- 11 4月, 2016 5 次提交
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由 Mr.doob 提交于
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由 tschw 提交于
* WebGLProgram: Rewrote uniform name parser. * Revised structured uniforms. - Allowed arbitrary nesting - Removed map iteration
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由 Serena Li 提交于
This allows users to specify an offset angle for the alpha value. Can be used to set an initial view direction when the device orientation controls are called. (Also ran it through whitespace checker)
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由 Michael Herzog 提交于
This PR replaces the deprecated .center with .target for all THREE.OrbitControls objects.
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由 Mr.doob 提交于
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- 10 4月, 2016 5 次提交
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由 WestLangley 提交于
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由 Takahiro 提交于
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由 Takahiro 提交于
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由 Mr.doob 提交于
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由 Matt DesLauriers 提交于
* working on depth texture * working on depth texture * support depth texture in webgl1 and webgl2 * fix comments * reset build to avoid diff noise * add check for webgl2 context * fix depth texture example * animation for example * add file * add depthTexture to WebGLRenderTarget * ensure depth format returns correct GL parmaeter * use null for initial depthTexture value * add some commented out code
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- 09 4月, 2016 11 次提交
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由 aardgoose 提交于
* remove non existent property "dynamic" * colorsNeedUpdate required for face3 color updates * documents groupsNeedUpdate * document areaWeighted parameter of method computeVertexNormals
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由 aardgoose 提交于
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由 Elisée Maurer 提交于
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由 Mr.doob 提交于
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由 tschw 提交于
* Let ObjectLoader load extended PerspectiveCamera. Part 2 - "Oh complexity, how have I missed you!" * Let ObjectLoader ignore perspectiveCam.focalLength.
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由 WestLangley 提交于
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由 Matt DesLauriers 提交于
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由 tschw 提交于
* Make Clock work on iOS without polyfill. * Clock: Avoid adding up unnecessary rounding error. 0.001 does not have a finite binary float representation.
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* add ability to specify on MeshDepthMaterial the type of depth packing one wants. * depthRGBA -> clipZRGBA - more correct name. * forgotten replace of depthRGBA -> clipZRGBA. * add MeshDepthMaterial depthFormat + depthPacking. Use equations compatible with z buffers. * adopting MeshDepthMaterial instead of clipZRGBA. * remove clipZRGBA shader (aka depthRGBA shader) as we can now use MeshDepthMaterial for it. * remove some comments. * enable skinning in MeshDepthMaterial, as it was enabled in depthRGBA material. * remove unused shader. * fix bug. * fix bug in shadows with MEshDepthMaterial. * remove unnecessary debug code. * ensure that skinning and morphTargets propagate with MeshDepthMaterial. * fix ssao example to use new MeshDepthMaterial. * remove unused code.
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由 aardgoose 提交于
* add method docs intersectsBox method not documented. * correct isEmpty method name correct isEmpty method name
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- 08 4月, 2016 4 次提交
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由 panlina 提交于
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由 WestLangley 提交于
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由 Ben Houston (Clara.io) 提交于
* special purpose materials. * rename example from special_purpose -> channels. Add camera controls. * minor polish to webgl_materials_channels. * add standard material with displacement, normal and ao to show contract with normal and depth materials. * fix orthographic camera near/far bounds. * remove double add of material_channels example.
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由 Ben Houston (Clara.io) 提交于
* fix MeshDepthMaterial. * use a single float instead of a vec3 for optimization purposes. * use ThreeJS conventions for varyings.
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- 07 4月, 2016 12 次提交
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由 Mr.doob 提交于
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由 aardgoose 提交于
intersectsBox method not documented.
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由 Mr.doob 提交于
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由 WestLangley 提交于
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由 RavenWorks 提交于
The docs list it as "uvGenerator" instead of "UVGenerator", took me a while to spot why it wasn't working...
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由 Zach Koch 提交于
The doc is outdated, the parameters are now located instead of the parameters property, (e.g. there is no myPlane.width)
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由 aardgoose 提交于
Minor documentation errors in ImageLoader and TextureLoader.
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由 tschw 提交于
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由 tschw 提交于
* Implemented user-defined clipping planes. * Renderer: Minor documentation update. * Implements object-level clipping. * Renderer: Minor cosmetic changes. * Fixed lethal typo in normal shader. * Let shadows respect .side of object's material. * Fixed Plane.applyMatrix4. - Scale denormalized but did not scale the position - Projection is not supported (solved by documentation) - Removed unnecessary copying to make up for the normalization - Still arguably too heavy * Added custom clipping example. * Clipping: Fixed transition to disabled state. * Improved custom clipping example. - GUI dependency of volume visualization on Enabled state - Larger radius for cylindrical global clipping area * No .matrixAutoUpdate = false in clipping example. * Let ShadowMap check renderer.localClippingEnabled. * Added a simplified clipping example.
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由 Michael Herzog 提交于
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由 Ben Houston (Clara.io) 提交于
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由 Ben Houston (Clara.io) 提交于
* trying to unify packing. Untested. * adopt packing.glsl in ShaderSkin.js * adopt fract because theoretically it should be faster, no divide. * remove whitespace. * Revert "adopt fract because theoretically it should be faster, no divide." This reverts commit 8dfb3f1d2a53d389540bb514d5fc183605e9b133.
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- 06 4月, 2016 3 次提交
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由 Michael Herzog 提交于
* Examples: Removed deprecated THREE.ClosedSplineCurve3 This commit replaces THREE.ClosedSplineCurve3 with THREE.CatmullRomCurve3 * Curve: Removed reference to deprecated THREE.ClosedSplineCurve3
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由 Michael Herzog 提交于
* Post-Processing: Introducing base class for Passes * Post-Processing: move pass to effect composer
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由 rfm1201 提交于
CylinderBufferGeometry with 3 different textures when used with Multimaterial
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