1. 04 8月, 2012 2 次提交
  2. 15 6月, 2012 1 次提交
  3. 27 12月, 2011 1 次提交
  4. 29 11月, 2011 1 次提交
  5. 25 11月, 2011 2 次提交
  6. 23 10月, 2011 1 次提交
  7. 21 10月, 2011 2 次提交
    • A
      All WebGL examples working with array-less materials. · 81b60ea2
      alteredq 提交于
      Noticeable difference: can't anymore assign Material references to faces directly - "face.materials" became "face.materialIndex". Materials have to go to "geometry.materials" array (to which "face.materialIndex" points). This is necessary to allow run-time changing of face materials (this indirection used to be done by arrays).
      
      Some casualties:
      
      - multi-materials example, this functionality isn't possible anymore
      - had to simplify LOD Text examples as LODs don't handle groups (used to fake multi-materials)
      - multi-materials sphere in materials example can't have faces with undefined materials (this may be fixable I guess, when there'll be some real use-case)
      - scene format still has materials arrays, only the last material will be used (except when there are face materials, then materials from JSON will be used, as before)
      
      Other renderers and their corresponding examples were not touched yet.
      
      WebGLRenderer still needs some prettification, some things don't make sense anymore without arrays, code can be cleaned up further.
      81b60ea2
    • A
      Experimenting with array-less materials. · 05b3db4d
      alteredq 提交于
      Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
      05b3db4d
  8. 15 10月, 2011 1 次提交
  9. 06 10月, 2011 1 次提交
  10. 05 10月, 2011 1 次提交
  11. 02 10月, 2011 1 次提交
    • M
      Fixed the rest of the examples. · ad31ff12
      Mr.doob 提交于
      Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
      Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
      ad31ff12
  12. 21 9月, 2011 2 次提交
  13. 06 9月, 2011 1 次提交
  14. 03 7月, 2011 1 次提交
  15. 11 4月, 2011 1 次提交
    • A
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map... · 22bd108a
      alteredq 提交于
      Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo.
      
      Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts.
      
      Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off.
      
      Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing).
      
      Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
      22bd108a
  16. 09 4月, 2011 1 次提交
  17. 22 3月, 2011 1 次提交
  18. 21 3月, 2011 1 次提交
  19. 28 2月, 2011 2 次提交
  20. 23 2月, 2011 1 次提交
    • M
      Changed build setup: · fef3c084
      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.
      fef3c084
  21. 22 2月, 2011 1 次提交
  22. 21 2月, 2011 1 次提交
    • A
      Changed few more examples to use requestAnimationFrame. · 1e34df61
      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).
      1e34df61
  23. 20 2月, 2011 1 次提交
  24. 15 2月, 2011 1 次提交
  25. 05 12月, 2010 1 次提交
  26. 01 12月, 2010 1 次提交
  27. 27 11月, 2010 1 次提交
  28. 13 11月, 2010 1 次提交
  29. 12 11月, 2010 1 次提交
  30. 30 10月, 2010 1 次提交
  31. 27 10月, 2010 1 次提交
    • M
      * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode,... · 7464f5ff
      Mr.doob 提交于
      * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default.
      * Removed MeshFaceColorFillMaterial and MeshFaceColorStrokeMaterial
      * Added MeshFaceMaterial ( it uses the face.material for that pass )
      * CanvasRenderer and SVGRenderer per face material logic changed.
      * SVGRenderer supports particles again.
      * WebGLRenderer currently broken :/
      * Code clean up
      7464f5ff
  32. 06 10月, 2010 1 次提交
    • M
      * Added `PointLight` · 647b4a57
      Mr.doob 提交于
      * `CanvasRenderer` and `SVGRenderer` basic lighting support (`*ColorStroke`/`*ColorFill` only)
      * `Renderer` > `Projector`. `CanvasRenderer`, `SVGRenderer` and `DOMRenderer` do not extend anymore
      * Interactivity base code (hdi folder). To be refactored... ([mindlapse](http://github.com/mindlapse))
      * Added `computeCentroids` method to `Geometry`
      * Included `Stats.js` directly in the `/examples` folder to avoid the need of internet for playing around
      647b4a57
  33. 17 9月, 2010 1 次提交
  34. 25 7月, 2010 1 次提交
  35. 19 7月, 2010 1 次提交