- 24 7月, 2013 2 次提交
- 21 7月, 2013 1 次提交
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- 20 7月, 2013 2 次提交
- 07 7月, 2013 1 次提交
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由 Mr.doob 提交于
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- 15 6月, 2013 1 次提交
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由 MiiBond 提交于
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- 02 6月, 2013 2 次提交
- 01 6月, 2013 2 次提交
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由 Adria2 提交于
Optimizing compiler best practice. Don't change the shape of objects.
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由 WestLangley 提交于
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- 25 5月, 2013 1 次提交
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由 Gregg Tavares 提交于
There's a bug in most WebGL implementations that the OES_texture_float extension is not supposed to allow the various LINEAR filtering modes. To filter a floating point texture with linear filtering requires enabling OES_texture_float_linear. This CL does that. The code has not been updated to actually check the extension exists and doing or disallowing the appropriate features. Enabling it will mean on desktop things just work as they did before. On mobile/tablets it's far more likley OES_texture_float_linear does not exist
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- 20 5月, 2013 1 次提交
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由 Tapio Vierros 提交于
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- 06 5月, 2013 1 次提交
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由 Mr.doob 提交于
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- 01 5月, 2013 1 次提交
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由 Mr.doob 提交于
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- 17 4月, 2013 1 次提交
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由 Mr.doob 提交于
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- 14 4月, 2013 1 次提交
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由 Mr.doob 提交于
Renamed new setSize() autoResize parameter to updateSyle. Also applied to CanvasRenderer and WebGLRenderer3.
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- 07 4月, 2013 1 次提交
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由 Mr.doob 提交于
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- 03 4月, 2013 2 次提交
- 31 3月, 2013 1 次提交
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由 Mr.doob 提交于
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- 20 3月, 2013 1 次提交
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由 Mr.doob 提交于
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- 19 3月, 2013 3 次提交
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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 Tomas Carnecky 提交于
Multiple objects can have the same id. Using that id to compare the render objects makes the sort function unstable. Use the webgl object's index in the render list instead. That number is guaranteed to be unique. This fixes #2966.
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- 15 3月, 2013 1 次提交
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由 Mr.doob 提交于
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- 27 2月, 2013 2 次提交
- 26 2月, 2013 1 次提交
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由 Mr.doob 提交于
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- 24 2月, 2013 1 次提交
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由 Tomas Carnecky 提交于
Multiple objects can have the same id. Using that id to compare the render objects makes the sort function unstable. Use the webgl object's index in the render list instead. That number is guaranteed to be unique. This fixes #2966.
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- 21 2月, 2013 1 次提交
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由 zz85 提交于
Prevent BufferGeometry custom attributes's array from being deleted by setting geometry.attributes.name.dynamic = true
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- 20 2月, 2013 2 次提交
- 19 2月, 2013 3 次提交
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由 zz85 提交于
This seems to get 15fps faster than the non BufferGeometry counterpart. Note that buffergeometry.dynamic = true is required for updates Also cleaned up WebGLRenderer
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由 zz85 提交于
Use geometry.attributes.index.needsUpdate geometry.attributes.position.needsUpdate geometry.attributes.normal.needsUpdate geometry.attributes.uv.needsUpdate geometry.attributes.color.needsUpdate geometry.attributes.custom.needsUpdate instead of for usual geometries geometry.verticesNeedUpdate geometry.elementsNeedUpdate geometry.uvsNeedUpdate geometry.normalsNeedUpdate geometry.colorsNeedUpdate geometry.tangentsNeedUpdate
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由 zz85 提交于
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- 18 2月, 2013 1 次提交
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由 zz85 提交于
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- 17 2月, 2013 1 次提交
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由 zz85 提交于
- fixes #3017 and possibly #3084
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- 14 2月, 2013 1 次提交
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由 Mr.doob 提交于
Seems like @gero3 is MIA. We'll try again on the next cycle.
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- 08 2月, 2013 1 次提交
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由 Mr.doob 提交于
Ok, lets give this a push :) @gero3 webgl_lensflares.html seems to be broken.
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