- 03 11月, 2010 1 次提交
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由 Mr.doob 提交于
Work in progress refactoring ClickResolver.js to Ray.js
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- 30 10月, 2010 4 次提交
- 29 10月, 2010 1 次提交
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由 Mr.doob 提交于
* Minor fixes (Geometry normal calculation) * Isolated Matrix3 code into `Matrix3.js` * README and TODO updated
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- 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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- 24 10月, 2010 1 次提交
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由 alteredq 提交于
Added rudimentary 3x3 matrix class (just transpose, as this is needed for normal matrix).
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- 18 10月, 2010 1 次提交
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由 unknown 提交于
Added OBJ converter test example. Modified Three.js to handle converted models: - extended WebGL renderer to use texturing - broke down model into multiple VBOs according to materials - textures are lazy created when images get loaded (converter takes care of resizing images to nearest power of 2 dimensions using 2d canvas) - changed material array semantics in Mesh object - before: multiple materials were applied to all faces (broken in WebGL, needs multitexturing shader) - now: there is only single material per face, but one mesh can have faces with different materials - added per vertex normals (to get smooth shading in WebGL)
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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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- 30 9月, 2010 1 次提交
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由 mindlapse 提交于
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- 29 9月, 2010 1 次提交
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由 Julian Walker 提交于
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- 27 9月, 2010 1 次提交
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由 Ben Nolan 提交于
* Added getCenter to Face4
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- 21 9月, 2010 1 次提交
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由 Mr.doob 提交于
- Minor tweaks
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- 18 9月, 2010 2 次提交
- 17 9月, 2010 1 次提交
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由 Mr.doob 提交于
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- 09 9月, 2010 3 次提交
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由 Nicolas Garcia Belmonte 提交于
* Bug Fix: Matrix4.makeInvert was calling a non existent scale method. Replaced with multiplyScalar. * Bug Fix: DirectionalLight wasn't normalizing the direction vector. * Added lights to the scene for test.html
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由 Nicolas Garcia Belmonte 提交于
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由 Nicolas Garcia Belmonte 提交于
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- 03 9月, 2010 1 次提交
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由 Nicolas Garcia Belmonte 提交于
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- 21 8月, 2010 1 次提交
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由 Mr.doob 提交于
* Additional `Matrix4` and `Vector3` methods
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- 02 8月, 2010 1 次提交
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由 Mr.doob 提交于
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- 22 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 2 次提交
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由 Mr.doob 提交于
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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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- 14 7月, 2010 2 次提交
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由 Mr.doob 提交于
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由 philogb 提交于
Old Vector and Matrix constructor functions would create all methods and make assignments with each call. A lot of speed-ups can be made by using shared properties through the prototype chain. Since methods and initialized properties are shared among all instances they're only created once. Some tests can be seen at examples/performance-test.html Some results: Chrome //6.4 times faster performance-test.html:25 Vector2 x 5000000: 213ms performance-test.html:30 Vector2Orig x 5000000: 1366ms //8.3 times faster performance-test.html:37 Vector3 x 5000000: 241ms performance-test.html:42 Vector3Orig x 5000000: 2015ms //3.8 times faster performance-test.html:49 Vector4 x 5000000: 278ms performance-test.html:54 Vector4Orig x 5000000: 1059ms //7.5 times faster performance-test.html:61 Matrix4 x 5000000: 937ms performance-test.html:66 Matrix4Orig x 5000000: 7004ms Firefox //6.8 times faster Vector2 x 50000: 45ms Vector2Orig x 50000: 307ms //11.5 times faster Vector3 x 50000: 48ms Vector3Orig x 50000: 550ms //3.8 times faster Vector4 x 50000: 61ms Vector4Orig x 50000: 234ms //9.4 times faster Matrix4 x 50000: 199ms Matrix4Orig x 50000: 1878ms where "Orig" are old versions of the objects. Running these tests multiple times can yeild different results due to browser cache. However the results are always kind of similar in terms of speedup.
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- 07 7月, 2010 1 次提交
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由 Mr.doob 提交于
- Matrix4.lookAt fix (CanvasRenderer and SVGRenderer now handle the -Y) - Color class now using 0-1 floats instead of 0-255 integers
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- 04 7月, 2010 1 次提交
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由 Mr.doob 提交于
- Enabled Scene.removeObject - Removed computeNormals() from Geometry
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- 23 6月, 2010 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
- Simplified lookAt in Matrix4 - Added cross() in Vector3
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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 2 次提交
- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 10 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 07 6月, 2010 1 次提交
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由 Mr.doob 提交于
- CanvasRenderer supports TextureUVMappingMaterial. - Moved UVs to Geometry. - Minor clean up
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- 06 6月, 2010 1 次提交
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由 Mr.doob 提交于
+ Workaround for WebKit not supporting rgba() in SVG yet + Aesthetic changes on the readme file
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- 17 5月, 2010 1 次提交
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由 Mr.doob 提交于
CanvasRenderer: Min of ClearRect with ClipRect
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