- 24 7月, 2015 4 次提交
- 23 7月, 2015 9 次提交
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由 dubejf 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
sea3d new examples and revision
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由 Mr.doob 提交于
Clarified slerp methods in docs
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由 Mr.doob 提交于
Color3: CSS colors parsing for rgba, hsl, hsla
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由 dubejf 提交于
Adds support for: - rgba(int, int, int, float) - rgba(pct, pct, pct, float) - hsl(deg, pct, pct) - hsla(deg, pct, pct, float) More tolerant about whitespaces. Add new unit tests. Finalizes support for parsing "all" CSS color expression. Alpha component is ignored. Fixes #6014. Hat tip: https://www.npmjs.com/package/parse-color http://www.css-validator.org/
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由 Greg Tatum 提交于
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由 Jean Carlo Deconto 提交于
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由 Jean Carlo Deconto 提交于
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- 22 7月, 2015 5 次提交
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由 Mr.doob 提交于
Fix array overflow for Mesh.raycast on indexless BufferGeometry
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由 Mr.doob 提交于
Fix error in BoxHelper with non-geometric objects
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由 haeric 提交于
Array overflow made raycasting on indexless BufferGeometry horribly slow (for one it was doing 3 times more work, but more importantly, array access outside of array bounds are horribly slow)
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由 dubejf 提交于
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由 dubejf 提交于
OrbitControls takes care of the DOM, input binding and event handling. OrbitConstraint is responsible for keeping the camera on an orbit, maintaining its orientation towards the target and updating the camera and target position. There is only one insignificant API change. Before, dolly / rotate functions could be called without parameters to engage autoRotate / autoSpeed. OrbitConstraint does not support that. Now, OrbitControls must provide these parameter explicitly to OrbitConstraint. As far as I can tell, those methods were only used internally and should not be part of the control API. OrbitControls extends OrbitConstraint. In my ideal implementation, OrbitConstraint should be a property of the OrbitControls, but using inheritence help preserve the existing interface. OrbitConstraint is not included in the `THREE` namespace. It is defined in a closure and private to this file. It could also the placed in `extras\constraints`, along with other contraints that could be extracted from the current controls, and maybe other type of constraints on the object position/displacement (constrain movement to plane, to path, collision). These constraints should not necessarily be limited to cameras; they could apply to any objects. It's not clear to me how all this will shape up, but this is a nice place to pause and ask for feedback before going forward.
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- 21 7月, 2015 17 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
make sure uniforms don't get loaded when they are not in the shader
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由 gero3 提交于
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由 dubejf 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
corrects missleading information in "creating a scene" example
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- 20 7月, 2015 5 次提交
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由 Alan Smithee 提交于
- reverts back to the original text, removing any mention about setPixelRatio - adds information about how to render an app at lower resolution using updateStyle - replaces mentions of "game" with "app"
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由 dubejf 提交于
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由 Mr.doob 提交于
Blender exporter: Changed .offsets to .drawcalls.
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由 dubejf 提交于
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由 Mr.doob 提交于
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