- 29 10月, 2016 7 次提交
- 28 10月, 2016 1 次提交
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由 chris van wiemeersch 提交于
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- 27 10月, 2016 18 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 Jay Weeks 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 Ben Houston (Clara.io) 提交于
* remove testLightInRange, not equivalent to calcLightAttenuation. * convert vec3( 0.0, 0.0, 0.0 ) -> vec3( 0.0 ), smaller, equivalent. * fix merge issue in SpotLight glsl code.
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由 Don McCurdy 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 Mr.doob 提交于
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由 Rich Harris 提交于
This would create `build/three.js.map` and `build/three.modules.js.map` alongside the bundles. If you wanted inline sourcemaps instead (not recommended, but possible!) you would use `sourceMap: 'inline'`. Ref https://github.com/mrdoob/three.js/issues/9941
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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 Magnus Bergman 提交于
Fix broken references to THREE namespace in geometries.
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由 Michael Herzog 提交于
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- 26 10月, 2016 1 次提交
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由 Josh Beckwith 提交于
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- 25 10月, 2016 3 次提交
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由 WestLangley 提交于
Another attempt to deter help requests...
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由 Mr.doob 提交于
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由 Jay Weeks 提交于
* Fix Matix4 applyToBuffer `BufferAttribute.setXYZ` was missing `index` argument. * Fix Matrix3 applyToBuffer
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- 24 10月, 2016 3 次提交
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由 Charlie Smith 提交于
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由 Takahiro 提交于
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由 Takahiro 提交于
* Let MMDLoader generate BufferGeometry * Remove unnecessary lines from MMDLoader
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- 23 10月, 2016 6 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 Matt DesLauriers 提交于
* provide a means of copying the full buffer instead of just sub ranges * use new API with setArray and needsFullBuffer * rebuild full buffer contents when version is zero, set version to zero when array changes * remove fullBuffer parameter from interleaved attrib * revert comment to original * revert earlier changes and just stick to bufferData for all non dynamic geometry * remove spacing to clean up PR
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由 Michael Herzog 提交于
* ConeGeometry: Clean up * ConeBufferGeometry: Added missing parameter * ConeBufferGeometry: Fixed comment
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- 21 10月, 2016 1 次提交
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由 Hao Zhang 提交于
* Previously if you put sun at vec3(0.0, 1.0, 0.0) and move it along the Y axis, the sky will suddenly become super dark at some random position. Further investigation shows the value passed into function sunIntensity is slightly larger than 1.0 due to float precision issue. Add a clamp will help get rid of such problems.
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