- 15 8月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 23 7月, 2014 7 次提交
- 22 7月, 2014 1 次提交
-
-
由 Mr.doob 提交于
This should "fix" all the problems of textures not rendering when the first instance of the geometry rendered didn't use. Yet another premature optimisation that created a lot of confusion :(
-
- 18 7月, 2014 3 次提交
- 15 7月, 2014 1 次提交
-
-
由 Mr.doob 提交于
-
- 14 7月, 2014 3 次提交
- 13 7月, 2014 1 次提交
-
-
由 rye terrell 提交于
-
- 12 7月, 2014 1 次提交
-
-
由 Wandalen 提交于
-
- 08 7月, 2014 2 次提交
-
-
由 Olli Etuaho 提交于
This is consistent with usage of needsUpdate throughout the rest of the code. The property is not added to all uniforms for now, so the check needs to be needsUpdate === false rather than just ! needsUpdate.
-
由 Olli Etuaho 提交于
Also cache uniform locations in the uniformsList, so that querying them from the program is not needed. This reduces CPU usage.
-
- 07 7月, 2014 3 次提交
-
-
由 Olli Etuaho 提交于
-
由 Olli Etuaho 提交于
After this change, if 'clean' property is added to an uniform and evaluates to true, the uniform is not uploaded to the GPU. This is used to avoid needlessly refreshing lights uniforms when the material changes but the program does not, saving CPU usage.
-
由 Mr.doob 提交于
-
- 03 7月, 2014 1 次提交
-
-
由 Olli Etuaho 提交于
This saves redundantly setting some uniforms when changing materials that share the same program, reducing CPU usage. This can give a significant performance boost on devices which have a higher-performance GPU compared to the CPU, such as Tegra K1.
-
- 01 7月, 2014 3 次提交
- 30 6月, 2014 9 次提交
-
-
由 OpenShift guest 提交于
-
由 OpenShift guest 提交于
-
由 OpenShift guest 提交于
-
由 gero3 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
- 29 6月, 2014 1 次提交
-
-
由 OpenShift guest 提交于
-
- 28 6月, 2014 3 次提交
-
-
由 OpenShift guest 提交于
-
由 OpenShift guest 提交于
-
由 OpenShift guest 提交于
-