- 05 8月, 2016 3 次提交
- 04 8月, 2016 13 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 satori99 提交于
* Serialize and load JSON Light .shadow property * Add .toJSON() method to LightShadow * Light .toJSON() writes .shadow property * Parse .shadow property in DirectionLight and Spotlight JSON data * Remove .castShadow condition when exporting .shadow property to JSON
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由 Aaron Cloutier 提交于
I’ve added a handful of improvements that I think will really help people trying to use Maya with 3JS: 1. The current plugin will only perform an “EXPORT ALL” regardless of what you select from the menu in Maya. I have fixed that so you can now “Export All” or “Export Selected”. Export all sill merges geometry rather than exporting a 3JS scene, may fix that in the future. 2. Updated the default extension to be “.json” rather than “.js”. This is more in-line with 3JS and the other exporters. 3. I pulled the JSON encoder from the Blender exporter and integrated it into the Maya one so that each item in the ups, faces, vertices, etc arrays are no longer on a separate line. Makes the file MUCH easier to read and debug. 4. Turned off sorting of the JSON output. This is more of an opinion, but I didn’t feel like it helped the output at all.
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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 Michael Blix 提交于
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由 Mr.doob 提交于
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由 Tentone 提交于
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由 Takahiro 提交于
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由 Takahiro 提交于
* Simplify and enhance PropertyBinding Regex * Update Regex of PropertyBinding. * Update regular expression of PropertyBinding
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由 Takahiro 提交于
* Clean up VREffect * Remove the space after function name
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由 Paul Masson 提交于
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- 02 8月, 2016 1 次提交
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由 Tathagata Chakraborty 提交于
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- 28 7月, 2016 2 次提交
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由 Eugen Istoc 提交于
First usage of `updateStyle` with now indication of what or where it came from.
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由 Mr.doob 提交于
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- 27 7月, 2016 18 次提交
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由 Rich Harris 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 satori99 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
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由 Alan Smithee 提交于
* adds toJSON methods to scene and fog objects * adds toJSON method to FogExp2 * adds fog instantiation to ObjectLoader.parse * adds type info to fog JSON serialization and loading * fixes unresolved conflict from rebase
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由 Arthur Silber 提交于
* Adds THREE.UnsignedInt248Type and THREE.DepthStencilFormat constants * Extends DepthTexture to allow for either THREE.DepthFormat or THREE.DepthStencilFormat * Extends depthTexture initialization to support both DepthTextureFormat and DepthStencilFormat * Fixes typos * Ensures correct internal format for DepthStencil textures * Allows to set depthTexture via options.depthTexture in constructor
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由 Sean Zellmer 提交于
* Fix method link 'ReturnType's of all math object documentation * Misc Documentation fixes
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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
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由 Sean Zellmer 提交于
* Add intersectSphere() method to Ray docs * Remove ?s in Ray documentation after return values These are unique phenomenon in the current docs and don't seem to indicate anything meaningful.
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由 spidersharma03 提交于
1. Draw Non Selected objects in the depth buffer 2. Make non selected objects invisible, and draw only the selected objects, by comparing the depth buffer of non selected objects. Write a mask here for visible and hidden edges. 3. Downsample the Mask buffer to half 4. Edge detect the half res buffer, with different colors to hidden and visible edges. 5. Blur the edges of half res/quarter res buffer(quarter res is used for edge glow) 6. Add the blurred edges on top of original scene using the full res mask buffer
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由 flagstone78 提交于
Changed the bevel so that it is elliptical instead of sinusoidal. Formatted both areas the same with the linear option in the comments.
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由 Takahiro 提交于
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- 24 7月, 2016 2 次提交
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由 Karim Beyrouti 提交于
Added `setWithCredentials` function to: ImageLoader, and TextureLoader which send the `withCredentials` variable to the XHRLoader. (#9391)
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由 Mr.doob 提交于
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- 23 7月, 2016 1 次提交
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由 Rich Harris 提交于
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