- 18 4月, 2012 1 次提交
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由 Mr.doob 提交于
I tried to move BinaryLoader to /examples/js but SceneLoader needs it. Curious to hear what people thinks about this change.
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- 13 4月, 2012 1 次提交
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由 Mr.doob 提交于
(Phewww!) I'm sure there are still things I missed...
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- 08 4月, 2012 1 次提交
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由 alteredq 提交于
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 11月, 2011 3 次提交
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由 Mr.doob 提交于
Implemented again @ekitson's improvement to GeometyUrils.center. Increased light intensity in loader_json_blender example.
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由 Mr.doob 提交于
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由 alteredq 提交于
As per discussion here: https://github.com/alteredq/three.js/commit/457be13975345dcd53f5a07f38ac09b5bada5f0b
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- 24 11月, 2011 1 次提交
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由 alteredq 提交于
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- 19 11月, 2011 1 次提交
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由 Erik Kitson 提交于
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
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- 02 10月, 2011 2 次提交
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由 Mr.doob 提交于
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras. Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
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由 Mr.doob 提交于
* Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point. * Object3D.lookAt now checks if it's a Camera and does the inverted view. * Quaternion glitch reported at #595 * Added .name to Material * WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.
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- 21 9月, 2011 3 次提交
- 20 9月, 2011 1 次提交
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由 alteredq 提交于
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- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 04 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 27 8月, 2011 1 次提交
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由 Mr.doob 提交于
extras/collada/dae.js > extras/loaders/ColladaLoader.js removed LoaderOld.js
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- 25 8月, 2011 1 次提交
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由 alteredq 提交于
It's not perfect, tail is not really looping, but at least there is not big jump for the rest of the body.
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- 24 8月, 2011 1 次提交
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由 timk 提交于
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- 22 8月, 2011 6 次提交
- 16 8月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 8月, 2011 4 次提交
- 14 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 27 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 26 3月, 2011 1 次提交
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由 Mr.doob 提交于
NormalBlending is a bit better. But it's now producing some premultiplied-alpha-looking issues still :/ Created a couple of tools for making this process less painful: http://mrdoob.com/lab/javascript/webgl/blending/blendfunc.html http://mrdoob.com/lab/javascript/webgl/blending/blendfuncseparate.html
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