1. 25 7月, 2012 1 次提交
  2. 19 7月, 2012 1 次提交
  3. 22 11月, 2011 1 次提交
  4. 19 11月, 2011 2 次提交
  5. 24 10月, 2011 1 次提交
    • A
      Got skinning working again. · b2b7282f
      alteredq 提交于
      Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
      b2b7282f
  6. 23 10月, 2011 1 次提交
  7. 21 10月, 2011 1 次提交
  8. 10 4月, 2011 1 次提交
  9. 13 3月, 2011 2 次提交
    • A
      Implemented simple forward facing animation type for Catmull-Rom splines. · e7ab9e58
      alteredq 提交于
      Gah, that was painful. Obvious solution with object.lookAt doesn't work, forward facing direction (heading and attitude) is fine, but banking gets messed up:( Tried many fixes, none worked, so I just resorted to simple rotation around Y-axis based on direction vector.
      e7ab9e58
    • A
      Fixed bug in spline animation. · be875f22
      alteredq 提交于
      Spline control points shouldn't be cycled, this produces freaky behaviors near start and end of path. Instead they have to be capped.
      
      Also did some refactoring.
      be875f22
  10. 12 3月, 2011 1 次提交
  11. 11 3月, 2011 1 次提交
  12. 06 3月, 2011 1 次提交
  13. 04 3月, 2011 1 次提交
    • M
      Mergable: · 2ab6fb41
      Mikael Emtinger 提交于
      Animation.js - fixed scale bugs and removed flattenToArrayOffset
      AnimationHandler.js - fixed so keyframes at same time is removed
      Matrix4.lookAt - fixed so it handles situations where z === up and where eye === target
      SkinnedMesh.update - added flattenToArrayOffset in end of update
      2ab6fb41
  14. 03 3月, 2011 1 次提交
    • M
      Mergable: · 4f23b1e1
      Mikael Emtinger 提交于
      Animation: Support for Catmull-rom interpolation on position. Please see index.html for example.
      AnimationHandler: ...same.
      WebGLRenderer: Removed THREE.AnimationHandler.update( deltaTimeMS ) as this is supposed to be called by user.
      4f23b1e1
  15. 26 2月, 2011 1 次提交
  16. 21 2月, 2011 1 次提交
    • A
      Removed dirty flag from Quaternion. · b36cf734
      alteredq 提交于
      There don't seem to be any effects on performance (though I'm not sure this was actually used in any example/test code path - so far quaternions are used just for animation interpolation and even there they were always dirty, and also just updated during JIT baking).
      
      Also some more code cleanup - no need for Mesh to have own "update" as now it was exactly the same as its parent Object3D.
      b36cf734
  17. 20 2月, 2011 1 次提交
  18. 17 2月, 2011 4 次提交