1. 31 8月, 2011 1 次提交
  2. 30 8月, 2011 3 次提交
  3. 29 8月, 2011 4 次提交
  4. 27 8月, 2011 1 次提交
  5. 25 8月, 2011 1 次提交
  6. 22 8月, 2011 1 次提交
  7. 21 8月, 2011 2 次提交
  8. 16 8月, 2011 1 次提交
  9. 14 8月, 2011 2 次提交
  10. 13 8月, 2011 3 次提交
    • A
    • A
      Added UTF8 format loader and example. · d5a54e0a
      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() )
      d5a54e0a
    • A
      Rebuild libs. · 822b52e0
      alteredq 提交于
      822b52e0
  11. 12 8月, 2011 1 次提交
  12. 11 8月, 2011 1 次提交
    • M
      * Simplified THREE.Color. · 0b910d7c
      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).
      0b910d7c
  13. 06 8月, 2011 1 次提交
  14. 04 8月, 2011 1 次提交
  15. 03 8月, 2011 2 次提交
    • M
      Updated constructor position and buils. · 1578a27d
      Mr.doob 提交于
      1578a27d
    • A
      Added alphaTest parameter to base Material plus corresponding shader chunk in... · dc042582
      alteredq 提交于
      Added alphaTest parameter to base Material plus corresponding shader chunk in standard materials implementation.
      
      This is for having on/off transparency without sorting using threshold value in alpha channel of diffuse texture.
      
      By default it's switched off (alphaTest = 0).
      
      AlphaTest is not yet handled in shadow maps. This would require passing of diffuse texture to depth material in shadow map render step (and more permutations of depth material).
      dc042582
  16. 02 8月, 2011 1 次提交
  17. 01 8月, 2011 3 次提交
  18. 31 7月, 2011 2 次提交
  19. 28 7月, 2011 2 次提交
  20. 27 7月, 2011 2 次提交
  21. 26 7月, 2011 1 次提交
  22. 25 7月, 2011 1 次提交
  23. 23 7月, 2011 1 次提交
  24. 22 7月, 2011 2 次提交