- 20 2月, 2015 8 次提交
- 19 2月, 2015 2 次提交
- 18 2月, 2015 1 次提交
-
-
由 Mr.doob 提交于
-
- 13 2月, 2015 1 次提交
-
-
由 Mr.doob 提交于
-
- 11 2月, 2015 1 次提交
-
-
由 Mr.doob 提交于
-
- 30 1月, 2015 3 次提交
- 26 1月, 2015 1 次提交
-
-
由 tsone 提交于
WebGLRenderer: Fixes Mesh rendering drawArrays call when position attribute array itemSize is not 3.
-
- 25 1月, 2015 1 次提交
-
-
由 Mr.doob 提交于
-
- 23 1月, 2015 4 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 ben_a_adams 提交于
Changes suggested for #5964 resolves #5042 and supersedes #5952, #5953 and #5964
-
由 WestLangley 提交于
-
- 20 1月, 2015 5 次提交
-
-
由 tsone 提交于
-
由 tsone 提交于
-
由 tsone 提交于
WebGLRenderer: Made renderObjects(), renderObjectsImmediate() and setMaterial() private with '_' prefix.
-
由 tsone 提交于
WebGLRenderer: Parameter overrideMaterial in renderObjects() and renderObjectsImmediate() should not be optional.
-
由 tsone 提交于
WebGLRenderer: Fixed bug where blending was always used with overrideMaterial -- even when material.transparent = false. This did not match material behavior when overrideMaterial was not used. Also refactored unnecessary useBlending parameter, as blending is only used if material.transparent === true.
-
- 16 1月, 2015 2 次提交
-
-
由 Gatis Kurzemnieks 提交于
-
由 Gatis Kurzemnieks 提交于
It copies RGBA pixels from WebGLRenderTarget to unsigned byte array. Array must be of a size 4 * width * height. This is useful when doing offscreen rendering and you need to access pixels directly. Also it is useful when doing windowless rendering (i.e. using node.js) - then this is the only way to get rendered image.
-
- 13 1月, 2015 1 次提交
-
-
由 tsone 提交于
-
- 08 1月, 2015 2 次提交
-
-
由 Kirill Edelman 提交于
Fixed non-indexed line arrays not using offset start index. Also removed needless variable assignment from THREE.Line case and THREE.PointCloud case.
-
由 Kirill Edelman 提交于
Fixed offset particle drawing always starting at 0 index. Looks like it was copy'n'paste typo.
-
- 05 1月, 2015 6 次提交
- 04 1月, 2015 2 次提交