- 25 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 24 3月, 2011 3 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
Change blending method on shadow polygons. Updated example to use Lambert material and only one shadow casting directional light.
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由 Mikael Emtinger 提交于
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- 22 3月, 2011 2 次提交
- 21 3月, 2011 7 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Also some fixes along the way to properly handle vertex colors in loaders. Many things still broken, but we move forward.
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由 alteredq 提交于
Tons of things still broken.
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由 Mr.doob 提交于
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由 alteredq 提交于
Getting closer though still having some junk data poping out here and there.
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由 alteredq 提交于
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由 alteredq 提交于
Not tested yet, as the rest of the engine doesn't work yet.
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- 20 3月, 2011 1 次提交
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由 alteredq 提交于
Work in progress, not expected to work yet. (among other things, we don't deal yet with new vertex colors for particles/line/ribbons, for the moment they just use geometry.colors as before, also we need to specify which type of uvs to use somewhere, analogous to which type of vertex colors to use)
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- 18 3月, 2011 2 次提交
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由 Mr.doob 提交于
Not sure about Firefox 4/Opera compatibility...
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由 Nicholas Kinsey 提交于
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- 16 3月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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- 15 3月, 2011 4 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Thanks to empaempa for the fix.
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- 12 3月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mikael Emtinger 提交于
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- 11 3月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 Mr.doob 提交于
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- 10 3月, 2011 2 次提交
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由 Mikael Emtinger 提交于
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由 alteredq 提交于
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- 09 3月, 2011 4 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
Texture sets needsUpdate to true for <canvas> elements by default (webgl_objconvert_test.html seems to be randomly affected by this).
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由 alteredq 提交于
Also updated GUI-DAT (didn't help with recent Chrome compositing bugs, though this is Chrome Windows issue), added FileAPI to Detector and fixed aspect ratio bug in WebGLRenderer.
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- 08 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 07 3月, 2011 4 次提交
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由 alteredq 提交于
If no object is passed to initMaterials (for example, if material is pre-built while loading, or shader program is intended for sharing), max limit of 50 bones is used (should be enough to leave space for other uniforms not to hit ANGLE limits).
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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
Clearing API for rendering to RenderTarget is now flipped: before forced clearing of render target was default, now no clearing is default. New way of doing things saves one extra duplicitous clear call when switching render targets (like when doing postprocessing). (doing documentation is indeed turning out to be useful)
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- 06 3月, 2011 3 次提交