- 05 5月, 2012 1 次提交
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由 zz85 提交于
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- 04 5月, 2012 4 次提交
- 03 5月, 2012 1 次提交
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由 barnabygunning 提交于
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- 01 5月, 2012 13 次提交
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
As per suggestion in https://github.com/alteredq/three.js/commit/5d5f92d6411f3d39725ea704594d7a09ecb92cca
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由 Jeroen De Cuyper 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 tim baker 提交于
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由 zz85 提交于
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由 alteredq 提交于
Fixed MarchingCubes bug introduced by previous commit. Added flat shaded material to marching cubes example.
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由 alteredq 提交于
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由 alteredq 提交于
Only these 4 are actually valid for regular textures: http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexImage2D.xml We had it wrong before, it just accidentally worked as default type GL_UNSIGNED_BYTE is common for both data types and pixel types.
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由 alteredq 提交于
Also added optional quick-and-dirty UVs for MarchingCubes object, just to be able to test this. For the moment these are just XZ world coordinates. This should address half of #1834
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- 30 4月, 2012 5 次提交
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由 Mr.doob 提交于
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由 Xueqiao Xu 提交于
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由 Xueqiao Xu 提交于
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由 Xueqiao Xu 提交于
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由 Xueqiao Xu 提交于
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- 29 4月, 2012 1 次提交
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由 Bc. Jan Kaláb 提交于
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- 28 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 27 4月, 2012 14 次提交
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由 alteredq 提交于
As per discussion in #855 To be tested if it works ...
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由 alteredq 提交于
See discussion here: https://github.com/alteredq/three.js/commit/2fd0b1b14deef40825d6a853ae0522f78d4b57d8
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由 zz85 提交于
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由 zz85 提交于
i'll shall leave THREE.ExtrudeGeometry.WorldUVGenerator as it is right now until someone have a clearer picture of whats going on. closes #1748
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由 alteredq 提交于
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由 alteredq 提交于
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由 alteredq 提交于
As per discussion in #1803. It's really hard to tell if this has any affect at all as shader creation by itself is so costly it dwarfs everything else.
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由 Mr.doob 提交于
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由 alteredq 提交于
This is pretty brutal, creating new shaders all the time is very costly.
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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 alteredq 提交于
This seems to work.
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由 alteredq 提交于
This should address #1803 Todo: - write some test - hook this into material.needsUpdate handling - figure out what to do with GL shader objects
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