- 06 5月, 2012 6 次提交
- 05 5月, 2012 11 次提交
- 04 5月, 2012 5 次提交
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由 alteredq 提交于
Also added rudimentary position-based vertex colors to MarchingCubes object and example for testing. There is no normalization or anything, it's up to application layer not to set colors beyond <0,1> range. This addresses issue #1834
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由 zz85 提交于
removing less necessary stuff from Path.js. May still have to decide whether to migrate to using .curves from .actions
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由 zz85 提交于
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由 zz85 提交于
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由 zz85 提交于
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- 03 5月, 2012 1 次提交
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由 barnabygunning 提交于
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- 01 5月, 2012 13 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
As per suggestion in https://github.com/alteredq/three.js/commit/5d5f92d6411f3d39725ea704594d7a09ecb92cca
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由 Jeroen De Cuyper 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 tim baker 提交于
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由 zz85 提交于
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由 alteredq 提交于
Fixed MarchingCubes bug introduced by previous commit. Added flat shaded material to marching cubes example.
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由 alteredq 提交于
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由 alteredq 提交于
Only these 4 are actually valid for regular textures: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexImage2D.xml We had it wrong before, it just accidentally worked as default type GL_UNSIGNED_BYTE is common for both data types and pixel types.
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由 alteredq 提交于
Also added optional quick-and-dirty UVs for MarchingCubes object, just to be able to test this. For the moment these are just XZ world coordinates. This should address half of #1834
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- 30 4月, 2012 4 次提交
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由 Mr.doob 提交于
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由 Xueqiao Xu 提交于
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由 Xueqiao Xu 提交于
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由 Xueqiao Xu 提交于
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