- 15 2月, 2012 4 次提交
- 14 2月, 2012 11 次提交
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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 Mr.doob 提交于
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由 Mr.doob 提交于
Is as it was before, but I implemented the event dispatching in a different way (checking the distance of the object position between frames). Also renamed the 'update' event to 'change'. controls.addEventListener( 'change', render ); Right now only misc_camera_trackball.html uses this.
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由 alteredq 提交于
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由 alteredq 提交于
At least till we don't have this solved somehow better I think we should keep the old one. New one makes everything using it feeling broken, it's distracting. Moved new event-driven `TrackballControls` into `TrackballControlsExperimental`. For the moment used just in "misc_camera_trackball.html" example.
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由 Mr.doob 提交于
Fixed example. For some reason the clearColor was killing the shadows (and antialias, something to do with alpha I guess).
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由 alteredq 提交于
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由 alteredq 提交于
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- 13 2月, 2012 1 次提交
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由 Mr.doob 提交于
Now we can do things like this: controls = new THREE.TrackballControls( camera ); controls.addEventListener( 'update', render ); Sadly, some examples are slightly broken until we have better pipeline for assets load complete event dispatching.
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- 12 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 2月, 2012 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 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 Michael Rienstra 提交于
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由 Michael Rienstra 提交于
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由 Michael Rienstra 提交于
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由 alteredq 提交于
Seems horse model was wrong, it had one extra frame at the end (almost identical to the first frame), which caused our animation playback code to be incorrect in order to accommodate for this. Side-effect was that two frame animations were completely broken. Bah.
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由 Michael Rienstra 提交于
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由 Michael Rienstra 提交于
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由 Michael Rienstra 提交于
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由 Michael Rienstra 提交于
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- 09 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 08 2月, 2012 8 次提交
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由 Mr.doob 提交于
(ERROR - variable instance_material is undeclared)
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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 Khang Duong 提交于
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由 Khang Duong 提交于
Adds a check for the instance when normals are provided as part of the vertices element in the collada file and supplies the normals from there (as per the collada spec). If normals still aren't supplied, this defaults to calculating the vertex normals via Geometry.computeVertexNormals().
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由 alteredq 提交于
Also updated build script to fill in missing dependency (ImageUtils => DataTexture).
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由 Khang Duong 提交于
Collada files normally name the materials, so this adds the name property to the material and puts that name value into it.
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- 07 2月, 2012 1 次提交
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由 alteredq 提交于
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