- 05 1月, 2013 1 次提交
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由 Oliver Sand 提交于
If light.target.properties.targetInverse is false, no targetLine and targetSphere is created, we can't update their values on update()!
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- 04 1月, 2013 14 次提交
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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 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 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
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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- 03 1月, 2013 18 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added .add(), .addColors(), .addScalar(), .multiply() and .multiplyScalar() to Color. Removed ArrowHelper from DirectionalLight too.
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由 Mr.doob 提交于
I think it's a bit redundant.
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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 Mr.doob 提交于
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由 Mr.doob 提交于
Also, code clean up here and there.
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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 Jono Brandel 提交于
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由 alteredq 提交于
Based on http://filmicgames.com/archives/75
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由 Oliver Sand 提交于
Add missing space Fix isIntersectionSphere Addunit test for isIntersectionSphere
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由 Oliver Sand 提交于
Tets if two spheres intersect
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- 02 1月, 2013 2 次提交
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由 alteredq 提交于
WebGLDeferredRenderer: added API for injecting postprocessing effects into deferred rendering pipeline.
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由 alteredq 提交于
The problem this tries to address is - how to incorporate surface normals into diffuse term area light calculations. The original approach completely ignored surface normals, which resulted in both light shining on backfaces and lit surfaces not showing any shading. This made prettier empty box with very soft look but anything inside the box had completely flat diffuse term. Not yet fully solved. I tried myriad variants, all methods I could come up with had some problems. This one for example breaks down when the light emitter area intersects object triangle :S. Also fixed handling of vertex colors for emissive term and tried a bit closer match with shininess strength between area lights and other light types, though this is tricky, seems it would require some non-linear mapping.
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- 01 1月, 2013 3 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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由 Ben Houston 提交于
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由 Ben Houston 提交于
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- 31 12月, 2012 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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