- 30 10月, 2010 2 次提交
- 27 10月, 2010 1 次提交
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由 Mr.doob 提交于
* MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default. * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial * Added MeshFaceMaterial ( it uses the face.material for that pass ) * CanvasRenderer and SVGRenderer per face material logic changed. * SVGRenderer supports particles again. * WebGLRenderer currently broken :/ * Code clean up
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- 06 10月, 2010 1 次提交
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由 Mr.doob 提交于
* `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only) * `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore * Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse)) * Added `computeCentroids` method to `Geometry` * Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
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- 17 9月, 2010 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2010 1 次提交
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由 Mr.doob 提交于
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- 17 7月, 2010 1 次提交
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由 Mr.doob 提交于
* `Face4` now supports `MeshBitmapUVMappingMaterial` * Changed order of `*StrokeMaterial` parameters. Now it's `color`, `opacity`, `lineWidth`. * `BitmapUVMappingMaterial` > `MeshBitmapUVMappingMaterial` * `ColorFillMaterial` > `MeshColorFillMaterial` * `ColorStrokeMaterial` > `MeshColorStrokeMaterial` * `FaceColorFillMaterial` > `MeshFaceColorFillMaterial` * `FaceColorStrokeMaterial` > `MeshFaceColorStrokeMaterial` * `ColorStrokeMaterial` > `LineColorMaterial` * `Rectangle.instersects` returned false with rectangles with 0px witdh or height
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- 23 6月, 2010 2 次提交
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由 Mr.doob 提交于
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http://github.com/supereggbert)由 Mr.doob 提交于
- Object3D.overdraw = true to enable CanvasRenderer screen space point expansion hack.
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- 21 6月, 2010 1 次提交
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由 Mr.doob 提交于
* Removed SVG rgba() workaround for WebKit. (WebKit now supports it);
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- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 14 6月, 2010 2 次提交
- 13 6月, 2010 1 次提交
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由 Mr.doob 提交于
- Added terrain demo.
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