- 31 8月, 2011 1 次提交
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由 alteredq 提交于
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- 30 8月, 2011 3 次提交
- 29 8月, 2011 8 次提交
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由 Mr.doob 提交于
For clarity reasons I'll start setting the REVISION to *NEXT*dev for the dev branch. And updating to *NEXT* when merged to master.
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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
Modified examples to use it, hacking projection matrix started to feel a bit dirty.
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由 Mr.doob 提交于
Moved `src/materials/*Texture.js` to `src/textures/*Texture.js`
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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
Ray.js: The bounding sphere check wasn't considering flipSided/doubleSided when the origin was inside the sphere.
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- 27 8月, 2011 2 次提交
- 25 8月, 2011 2 次提交
- 23 8月, 2011 2 次提交
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由 alteredq 提交于
Still not very fond of decompose returning new array. We will see when it'll be actually used - as API allows for passing in existing translation, rotation, scale, maybe this return array could be eliminated.
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由 alteredq 提交于
Also added some comments to uniforms setter, it's starting to get a bit messy.
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- 22 8月, 2011 6 次提交
- 21 8月, 2011 2 次提交
- 16 8月, 2011 1 次提交
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由 alteredq 提交于
This kinda works in Chrome, though not in Firefox. I give up on canvas renderer in these two examples in FF, it's anyways extremely slow with nontrivial textured models.
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- 14 8月, 2011 3 次提交
- 13 8月, 2011 3 次提交
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由 alteredq 提交于
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由 alteredq 提交于
Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code). Use UTF8 format with caution, it is very neat but has quite a few limitations: - number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less) - models must have normals and texture coordinates - texture coordinates must be only from <0,1> - no materials support yet - models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
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由 alteredq 提交于
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- 12 8月, 2011 1 次提交
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由 zz85 提交于
Curves refactored - addition of curve path, tangent finding, along with other bend changes and enhancements i may not remember
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- 11 8月, 2011 1 次提交
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由 Mr.doob 提交于
* Realised that canvas.context has a createPattern method which allows CanvasRenderer to support tiled textures \o/ (Examples where there is a CanvasRenderer and a WebGLRenderer at the same time may get errors because CanvasRenderer now uses texture.needsUpdate too).
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- 08 8月, 2011 1 次提交
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由 alteredq 提交于
Impact on performance is not very big, you need a lot of triangles with complex fragment shaders to see the difference.
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- 06 8月, 2011 1 次提交
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由 alteredq 提交于
Added better random in GeometryUtils. Added possibility of using custom depth material for shadow maps.
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- 05 8月, 2011 1 次提交
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由 alteredq 提交于
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- 04 8月, 2011 2 次提交