- 04 9月, 2011 9 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
`renderers/Projector.js` > `core/Projector.js` `extras/geometries/Curve.js` > `extras/core/Curve.js` `extras/geometries/CurvePath.js` > `extras/core/CurvePath.js` `extras/geometries/Path.j`s > `extras/core/Path.js` `extras/geometries/Shape.js` > `extras/core/Shape.js` `extras/geometries/TextPath.js` > `extras/core/TextPath.js`
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- 03 9月, 2011 3 次提交
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由 alteredq 提交于
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was. Gained about 10 fps in performance test, and that was for for loop iterating over single property. Also fixed broken examples with postprocessing.
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由 alteredq 提交于
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由 alteredq 提交于
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
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- 02 9月, 2011 10 次提交
- 01 9月, 2011 7 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Masking was real pain to get working with multiple render targets :/. Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
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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 alteredq 提交于
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
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- 31 8月, 2011 9 次提交
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由 alteredq 提交于
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing). Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
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由 alteredq 提交于
Also updated dynamic particles example to handle resizing.
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由 alteredq 提交于
There was z-fighting and obsolete UVs hacking.
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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
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由 alteredq 提交于
Added generic ShaderPass. Removed SepiaPass, ScreenPass, VignettePass. Added bleachbypass shader. Simplified multi-composer pipeline in postprocessing example.
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由 alteredq 提交于
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由 alteredq 提交于
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- 30 8月, 2011 2 次提交