- 26 2月, 2011 10 次提交
-
-
由 Mr.doob 提交于
Object3D::globalMatrix ⟶ Object3D::matrixWorld Added hierarchy examples.
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 alteredq 提交于
-
由 alteredq 提交于
I forgot to update scene loader to reflect new way of handling textures :S
-
由 Mr.doob 提交于
Most of the examples or working again as usual. Only `webgl_scene_test.html` and `webgl_ribbons.html` left.
-
由 alteredq 提交于
Terrains finally have proper controls ;)
-
由 alteredq 提交于
Now you can add keyboard + mouse camera control with a single line, just change camera type and add parameters: camera = new THREE.QuakeCamera( { fov: 50, aspect: window.innerWidth / window.innerHeight, near: 1, far: 10000, movement_speed: 1, look_speed: 0.002, nofly: true, look_vertical: false } ); Thanks to mrdoob for suggestions ;)
-
由 Mr.doob 提交于
Fixed matrix rotation in Projector (not fully done yet, need to implement herarchies still)
-
- 25 2月, 2011 4 次提交
- 24 2月, 2011 5 次提交
-
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
Messing with Cube example (exploring rotations).
-
由 alteredq 提交于
-
由 alteredq 提交于
Also got uqbiquity working and fixed ugly globals bug in WebGLRenderer. Again we missed it because of consistent naming ;)
-
由 alteredq 提交于
That was much tougher than expected. No wonder other WebGL video demos around the web are broken. Firefox OpenGL / ANGLE and Chrome OpenGL were ok, getting it to work in Chrome ANGLE was rather tricky. Please report if something got broken. I tried to go through all textured examples but I may have missed something. If you want to refresh texture on WebGL side, you just set "texture.needsUpdate" flag (if you use Loader or ImageUtils.loadTexture / loadTextureCube everything is taken care of). Flag has to be set also for canvas-based textures, sorry no escaping this :(. I tried and it lead to ugly problems (e.g. AO minecraft demo mixes several asynchronously loaded and generated images into one texture, with autodetect always something was broken). "needsUpdate" should work also on cube textures, though it's not tested yet (also there I didn't put hack for Chrome ANGLE).
-
- 23 2月, 2011 5 次提交
-
-
由 Mr.doob 提交于
build/Three.js - Includes all renderers + extras build/custom/ThreeCanvas.js - Canvas renderer only build/custom/ThreeDOM.js - DOM renderer only build/custom/ThreeSVG.js - SVG renderer only build/custom/ThreeWebGL.js - WebGL renderer only build/custom/ThreeExtras.js - Extras only Moved `THREE.Detector.js` to `examples/js/Detector.js`. Updated examples to reflect these changes.
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
- 22 2月, 2011 10 次提交
- 21 2月, 2011 5 次提交
-
-
由 alteredq 提交于
There don't seem to be any effects on performance (though I'm not sure this was actually used in any example/test code path - so far quaternions are used just for animation interpolation and even there they were always dirty, and also just updated during JIT baking). Also some more code cleanup - no need for Mesh to have own "update" as now it was exactly the same as its parent Object3D.
-
由 alteredq 提交于
Separate commit to have a clean slate for a different changes I want to try in meanwhile.
-
由 alteredq 提交于
Interestingly, sometimes it seems to go nuts when there are more renderers active at the same time. With uqbiquity, it works ok when using "container" div as element parameter, with large geometry example this doesn't work (calls to loop happen rarely).
-
由 alteredq 提交于
Not fully tested (need to update bookmarks yet again), but random sample of examples seem to work ;).
-
由 alteredq 提交于
No harm seems to be done, just gained ReverseSubtractiveBlending and fixed Detector ;).
-
- 20 2月, 2011 1 次提交
-
-
由 Mr.doob 提交于
I need to look at this objectMatrix::extractRotationMatrix() thing. I don't think this works like that... isn't the scale applied to the rotation in the matrix?
-