- 06 12月, 2010 23 次提交
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由 alteredq 提交于
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由 alteredq 提交于
For this extended Cube primitive with "sides" parameter. You can use it to switch off cube faces like this: var cube = new Cube( 100, 100, 100, 1, 1, materials, false, { ny: false } ); Default is all six faces on => { px: true, nx: true, py: true, ny: true, pz: true, nz: true }
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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
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由 alteredq 提交于
Thanks again Firefox for verbose WebGL warnings.
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Also made code slightly faster (and more Pythonic).
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由 alteredq 提交于
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由 Mr.doob 提交于
Pushed revision number to 31.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added WebGL Texture Filters.
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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 Mr.doob 提交于
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由 Mr.doob 提交于
TODO: Would be nice if `buildIncludes()` would reuse `buildCommon()` array.
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- 05 12月, 2010 3 次提交
- 04 12月, 2010 6 次提交
- 03 12月, 2010 8 次提交
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由 alteredq 提交于
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由 alteredq 提交于
As suspected, this was caused by incorrect shader state management when switching between multiple shaders (thanks Firefox for verbose warnings). Also, testing WebGL performance is very tricky. You can get different performance depending on the state of browsers / system (messed up state can be 10-66% slower): 1. freshly started Chrome can be much faster than Chrome that already ran few WebGL demos (which are now closed) 2. demo opened in new Chrome tab can be faster than demo reloaded in the same tab 3. even demos opened and closed in Firefox can slow down Chrome demos This suggests that browsers do not clean GPU state properly :(
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由 Mr.doob 提交于
Added irc channel info in README.
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由 Mr.doob 提交于
Now that WebGLRenderer does VBO per geometry I guess we don't need that GeometryUtils.merge there. Makes loading much faster too. Fresnel demo has a weird artifact now... As if the cubemap was smaller than the far of the camera?
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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
Matrix4.transformVector4 ⟶ Matrix4.multiplyVector4
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