- 25 7月, 2012 1 次提交
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由 Mr.doob 提交于
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- 19 7月, 2012 1 次提交
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由 alteredq 提交于
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- 22 11月, 2011 1 次提交
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由 Erik Kitson 提交于
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- 19 11月, 2011 2 次提交
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由 Erik Kitson 提交于
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由 Erik Kitson 提交于
Fixed bug caused by incorrect use of Matrix4.decompose(). Also fixed bug in Animation - reference to deprecated Object3D.update() function.
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- 24 10月, 2011 1 次提交
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由 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.
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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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- 21 10月, 2011 1 次提交
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由 alteredq 提交于
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- 10 4月, 2011 1 次提交
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由 Mr.doob 提交于
Improved lod and grass examples.
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- 13 3月, 2011 2 次提交
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由 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.
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由 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.
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- 12 3月, 2011 1 次提交
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由 Mikael Emtinger 提交于
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- 11 3月, 2011 1 次提交
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由 alteredq 提交于
Also implanted Animation fix from empaempa.
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- 06 3月, 2011 1 次提交
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 04 3月, 2011 1 次提交
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由 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
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- 03 3月, 2011 1 次提交
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由 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.
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- 26 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2011 1 次提交
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由 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.
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- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Object3D::matrixNeedsToUpdate ⟶ Object3D::matrixNeedsUpdate
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- 17 2月, 2011 4 次提交
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由 alteredq 提交于
We have been very lucky - setters / getters were not supported till just 2 hours ago (so fresh, I had to build Closure myself from their repo ;). http://code.google.com/p/closure-compiler/issues/detail?id=249 Also some refactoring plus added hackish animation offset feature.
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由 alteredq 提交于
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由 alteredq 提交于
Just one hardcoded shader for the moment. Everything needs to get cleaned / bugfixed / optimized.
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由 alteredq 提交于
Otherwise things are very much work in progress, expect everything to be broken.
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