- 15 7月, 2015 3 次提交
- 14 7月, 2015 3 次提交
- 13 7月, 2015 1 次提交
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由 dubejf 提交于
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- 12 7月, 2015 5 次提交
- 08 7月, 2015 1 次提交
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由 Cy-Bo-Rg 提交于
Index.html updated with refresh fix. Some Android stock browsers don't support some css properties and the width resizes to the whole screen in landscape mode. It works perfectly in portrait mode though. src/Three.js updated with requestanimationframe shim. index_mobile.html removed.
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- 07 7月, 2015 9 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 tschw 提交于
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由 tschw 提交于
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由 tschw 提交于
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由 dubejf 提交于
Convert two uses of raycaster to using setFromCamera(). One touches TransformControls but should not affect #6795. Also fix an error in webgl_interactive_draggablecubes.html when the cursor is dragged outside of the backing "plane" (which is a large planar mesh, not an infinite plane), returning no intersections. Now, when the limit of the bounded plane is reached, the cubes just stop following the cursor but no error is produced. Fix tested with webgl_interactive_draggablecubes.html and the editor.
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由 tschw 提交于
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由 tschw 提交于
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由 tschw 提交于
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- 06 7月, 2015 1 次提交
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由 dubejf 提交于
The definition of `BufferAttribute.length` has changed since r71 (see #6473). ![r71](https://github.com/mrdoob/three.js/blob/master/src/core/BufferAttribute.js#L18-L22) ![r72dev](https://github.com/mrdoob/three.js/blob/dev/src/core/BufferAttribute.js#L18-L31) Backward compatibility with r71 should be kept, otherwise, the method should just be removed! Implementation should be ``` get length () { console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); return this.array.length; } ```
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- 05 7月, 2015 3 次提交
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由 Daosheng Mu 提交于
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由 Daosheng Mu 提交于
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由 Daosheng Mu 提交于
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- 04 7月, 2015 2 次提交
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由 Mr.doob 提交于
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由 Cy-Bo-Rg 提交于
I've added again a few lines to support blacklisted android devices. I've added a modified index.html called index_mobile.html which fixes resize problems, black-screen problems and refresh fix problems in black listed android devices. I've removed a variable from a demo which was unused.
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- 03 7月, 2015 2 次提交
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由 dubejf 提交于
Avoid processing move events when the move target location is undefined. This happens when the pointer (touch or mouse) location doesn't intersect the active moving plane of the controls. To reproduce in the editor: 1- select an object 2- select a moving plane 3- drag the object to the side until the moving plane is no longer facing the camera. The backside of the moving plane (now facing the camera) is not intersected by the ray, therefore, the intersection point is undefined.
- 02 7月, 2015 2 次提交
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由 dubejf 提交于
Fixes #5813.
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由 Gregg Tavares 提交于
This makes it similar to rotation. With rotation you can do things like someObj.rotation.x += speed * deltaTime; You don't have to keep the result in the 0 to 2*PI or -PI to PI range. Similarly by modding hue you can cycle through hues with someObj.hue += speed * deltaTime; someColor.setHSL(someObj.hue, 1, 0.5); That helps several use cases like tweening libaries tween.fromTo(someObj, 5, { hue: 0 }, { hue: 5 }); It's also useful for random color selection from a given hue, saturation, lightness var hsl = someColor.getHSL(); hsl.h += Math.random(); hsl.s += Math.random() * 0.2 - 0.1; // make it slightly more or less saturated someColor.setHSL(hsl.h, hsl.s, hsl.l); Also updated `THREE.ColorConverter.setHSV`
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- 01 7月, 2015 1 次提交
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由 Gregg Tavares 提交于
1. It wasn't setting filtering and was getting errors 2. It was trying to render itself to the mirror and getting errors
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- 30 6月, 2015 3 次提交
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由 WestLangley 提交于
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由 Fordy 提交于
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由 Mr.doob 提交于
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- 29 6月, 2015 1 次提交
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由 Fordy 提交于
Added class WebGLProperties, webgl properties now stored in that class. Checks for uuids and existance of properties encapsulated in this class
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- 28 6月, 2015 1 次提交
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由 Jeremy Bernier 提交于
This file is unnecessarily adding global variables with names like v, w, loader, etc. Polluting the global namespace is dangerous and makes everyone's code more prone to bugs. I simply added "var" declarations to convert the global variables to local variables.
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- 25 6月, 2015 1 次提交
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由 WestLangley 提交于
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- 24 6月, 2015 1 次提交
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由 Elisée 提交于
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