- 19 10月, 2016 2 次提交
- 18 10月, 2016 1 次提交
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由 Takahiro 提交于
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- 15 10月, 2016 2 次提交
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由 Mr.doob 提交于
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由 mhalle 提交于
When using a mouse wheel to zoom in and out quickly, sometimes zoomCamera's factor can go negative. When that happens, _zoomStart.y never gets reset to 0, causing zooming to stop. The fix is to always update _zoomStart, but only update _eye when (factor != 1.0 && zoom > 0.0) .
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- 14 10月, 2016 1 次提交
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由 Michael Herzog 提交于
* Moved FrenetFrames calculation from TubeBufferGeometry to Curve * Curve: Clean up * ExtrudeGeometry: Removed reference to TubeGeometry
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- 13 10月, 2016 1 次提交
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由 Daniel Hritzkiv 提交于
Eval was being used to construct a regex pattern. This replaces that with the RegExp constructor.
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- 11 10月, 2016 1 次提交
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由 martinRenou 提交于
* Add attributes to EditorControls Add attributes to EditorControls to be able to change speed of controls * Changed attribute name factor to speed
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- 09 10月, 2016 1 次提交
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由 Takahiro 提交于
* Add Light Pre-Pass Support to WebGLDeferredRenderer * Remove lightPrePass parameter from WebGLDeferredRenderer constructor
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- 07 10月, 2016 2 次提交
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由 Brian Chirls 提交于
This can happen if the page is inside an iframe that doesn't have an `allowvr` attribute set or if permission is otherwise denied.
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由 Rich Tibbett 提交于
* Initial GLTFLoader updates so it will also obtain async resources over the network * First take at adding shader support to new GLTFLoader * First working custom shaders version of GLTFLoader.js * Fully working custom GLTF shaders + general library fix-ups * Add skins, animations, lights, extensions and continue to refactor the library * Refactor new GLTFLoader (seperate glTF parsing and internal library building) * Fix GLSL shader update binding to point at the correct nodes + more general refactoring * Make _each thenable and refactor dependencies graph + other minor fixes * Improves spec compliance: primitive.mode is optional * Update GLTFLoader v2 with feedback on PR: https://github.com/mrdoob/three.js/pull/9786 - Replace .set(...) with .fromArray(...) where possible for THREE.js Math objects (thanks @mrdoob) - Include fix for https://github.com/mrdoob/three.js/issues/8381 (thanks @cx20) - Move THREE.GLTFShaders to THREE.GLTFLoader.Shaders - Move THREE.GLTFAnimator to THREE.GLTFLoader.Animations - Rename .setBaseUrl(...) to .setPath(...) - Update demo page 'examples/webgl_loader_gltf_new.html' with renamed APIs * Replace 'examples/webgl_loader_gltf.html' with new version of GLTFLoader * Update documentation at /docs/?q=gltf#Reference/Loaders/GLTFLoader to reference new GLTFLoader * Move /examples/js/loaders/gltf/* to /examples/js/loaders/deprecated/gltf/* * Actually add a fix for https://github.com/mrdoob/three.js/issues/8381 * Re-fix https://github.com/mrdoob/three.js/issues/8381 in a more logical way * Update material parameter checking and validation. * Fix issue whereby the spec says doubleSided and transparent should be in the 'values' section but every use of these params I've seen in the wild has been outside this section * Ambient is not a valid properties for THREE.js materials * THREE textures have flipY set to true by default. By setting to false we can remove double flip from GLTFLoader * Fix issue where Firefox Promise then callback can not correctly keep track of its key * Remove debugging from examples/loaders/deprecated/gltf/glTFLoader.js * Refactor waitForDependencies in to _withDependencies. Remove need for global library.* tracking. Other general refactoring
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- 30 9月, 2016 1 次提交
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由 Michael Herzog 提交于
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- 28 9月, 2016 2 次提交
- 27 9月, 2016 8 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 Mr.doob 提交于
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由 Mr.doob 提交于
VREffects/VRControls: Reverted internal vrdisplays removal so it doesn't break backward compatibility.
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由 Jaume Sanchez 提交于
* added listDisplays * updated vreffect and cubes example * updated controls * merged getDisplays with listDisplays * switched to setDisplay/getDisplay * updated example
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由 Takahiro 提交于
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由 Brian Chirls 提交于
* VREffect: Check VRLayer configuration on every render * mrdoobapproves: spacing fixes #9778
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由 Takahiro 提交于
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- 25 9月, 2016 2 次提交
- 24 9月, 2016 3 次提交
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由 Jaume Sanchez 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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- 23 9月, 2016 4 次提交
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由 Brian Chirls 提交于
- Move computation from fragment shader to vertex shader wherever possible - Eliminate some dead shader code and comments - Fix spelling of "Rayleigh"
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由 Rich Tibbett 提交于
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由 Brian Chirls 提交于
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由 Brian Chirls 提交于
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- 22 9月, 2016 5 次提交
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由 Brian Chirls 提交于
The spec has been updated so that `requestPresent` can accept empty arrays for `leftBounds` and `rightBounds`. Though Chromium returns `null` for these properties by default, Firefox returns empty arrays, and there is a proposal to make those non-nullable. This patch should fix rendering for Firefox, which is currently broken. For reference: https://github.com/w3c/webvr/issues/95 https://github.com/w3c/webvr/issues/89
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由 Brian Chirls 提交于
The spec has been updated so that `requestPresent` can accept empty arrays for `leftBounds` and `rightBounds`. Though Chromium returns `null` for these properties by default, Firefox returns empty arrays, and there is a proposal to make those non-nullable. This patch should fix rendering for Firefox, which is currently broken. For reference: https://github.com/w3c/webvr/issues/95 https://github.com/w3c/webvr/issues/89
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由 Michael Herzog 提交于
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由 Rich Tibbett 提交于
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由 Michael Herzog 提交于
* BufferSubdivisionModifier: cleanup * BufferSubdivisionModifier: More cleanup
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- 21 9月, 2016 2 次提交
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由 Brandon Jones 提交于
They didn't produce correct eye translations in all cases (specifically standing scenes.) This reverted version may not be 100% accurate on future hardware (if the eyes have a rotation component, for example) but it's correct on all current WebVR implementations. That's better than blatantly wrong in some cases. Use of the WebVR-provided projection matricies has been left in, since that was working correctly.
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由 Rich Tibbett 提交于
Fix Safari glTF rendering issue re: WebGLRenderingContext constant values are not exposed (see: https://github.com/mrdoob/three.js/issues/8973) (#9721)
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- 20 9月, 2016 1 次提交
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由 Brandon Jones 提交于
They didn't produce correct eye translations in all cases (specifically standing scenes.) This reverted version may not be 100% accurate on future hardware (if the eyes have a rotation component, for example) but it's correct on all current WebVR implementations. That's better than blatantly wrong in some cases. Use of the WebVR-provided projection matricies has been left in, since that was working correctly.
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- 17 9月, 2016 1 次提交
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由 Martin Schuhfuss 提交于
This will unset the current rendertarget of the renderer if no rendertarget is specified to the render()-call.
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