1. 19 10月, 2016 2 次提交
  2. 18 10月, 2016 1 次提交
  3. 15 10月, 2016 2 次提交
    • M
      Fixed EditorControls. · 503d4f40
      Mr.doob 提交于
      503d4f40
    • M
      BUG: zoom with negative factor never gets damped (#9863) · 43f8b76c
      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) .
      43f8b76c
  4. 14 10月, 2016 1 次提交
  5. 13 10月, 2016 1 次提交
  6. 11 10月, 2016 1 次提交
  7. 09 10月, 2016 1 次提交
  8. 07 10月, 2016 2 次提交
    • B
      VREffect and VRControls: Catch error retreiving VR Displays (#9825) · 56a96d88
      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.
      56a96d88
    • R
      GLTFLoader v2 (#9786) · 6ab1bdd0
      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
      6ab1bdd0
  9. 30 9月, 2016 1 次提交
  10. 28 9月, 2016 2 次提交
  11. 27 9月, 2016 8 次提交
  12. 25 9月, 2016 2 次提交
  13. 24 9月, 2016 3 次提交
  14. 23 9月, 2016 4 次提交
  15. 22 9月, 2016 5 次提交
  16. 21 9月, 2016 2 次提交
  17. 20 9月, 2016 1 次提交
    • B
      Partial revert of some WebVR 1.1 changes (#9709) · 75c9b190
      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.
      75c9b190
  18. 17 9月, 2016 1 次提交