- 01 8月, 2012 6 次提交
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由 alteredq 提交于
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由 alteredq 提交于
This missing parameter was most likely the cause of anisotropy troubles on Linux - it caused "undefined" to be sent to GPU and then later on with Math.min(aniso, maxAniso) it started to send "NaN" instead.
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由 alteredq 提交于
Don't know anymore what's going on - preventing setting anisotropy to 1 in all cases apparently makes failures on Linux go away but this still doesn't explain why original anisotropy example works ok with setting anisotropy to 1. Please note that there is now extra logic to allow for resetting anisotropy back to 1 (for platforms that don't exhibit this troubles), if we just prevented setting anisotropy to 1 in all cases, reset wouldn't be possible.
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由 alteredq 提交于
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由 alteredq 提交于
Phew! Thanks @mrdoob for valiant testing.
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由 alteredq 提交于
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- 31 7月, 2012 13 次提交
- 30 7月, 2012 1 次提交
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由 Mr.doob 提交于
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- 29 7月, 2012 11 次提交
- 28 7月, 2012 6 次提交
- 26 7月, 2012 2 次提交
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由 alteredq 提交于
For the moment works in: - Chrome stable 20.0.1132.57 OpenGL - Chrome Canary 22.0.1217.0 ANGLE / OpenGL - Firefox stable 14.0.1 OpenGL
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由 alteredq 提交于
Changed ColladaLoader to create SkinnedMesh using bone uniforms instead of newly default bone texture. This just gets back to using the old way, though this whole skinning thing in Collada is weird and should be maybe rewritten - skinning is baked into morphs but then SkinnedMesh is still used which means skeleton is getting updated all the time even while this has no effect on already baked morphs. Fixes #2243
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- 25 7月, 2012 1 次提交
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由 alteredq 提交于
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