- 04 8月, 2012 2 次提交
- 15 6月, 2012 1 次提交
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由 alteredq 提交于
Fixed FirstPersonControls not handling resizing. Fixed some more examples not handling resizing / zero sized window. See #2062. This is tiring :S
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 11月, 2011 2 次提交
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由 Mr.doob 提交于
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由 alteredq 提交于
As per discussion here: https://github.com/alteredq/three.js/commit/457be13975345dcd53f5a07f38ac09b5bada5f0b
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 10月, 2011 2 次提交
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由 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.
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由 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.
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
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- 02 10月, 2011 1 次提交
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由 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.
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- 21 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 7月, 2011 1 次提交
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由 Mr.doob 提交于
Fixed examples that were using them.
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- 11 4月, 2011 1 次提交
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由 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).
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- 09 4月, 2011 1 次提交
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由 Mr.doob 提交于
WebGLRenderer antialias is off by default (considering Firefox doesn't support it...) Formatting clean up here and there
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- 22 3月, 2011 1 次提交
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由 alteredq 提交于
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- 21 3月, 2011 1 次提交
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由 alteredq 提交于
Also some fixes along the way to properly handle vertex colors in loaders. Many things still broken, but we move forward.
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- 28 2月, 2011 2 次提交
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由 alteredq 提交于
Refactored everything to use CamelCase naming for properties. Plus some smaller fixes here and there. Went through all examples, all should work. JSON files exported from Blender / converted from OBJ files still use underscored property names internally. I don't know, should these also be changed?
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由 Mr.doob 提交于
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- 23 2月, 2011 1 次提交
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由 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.
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- 22 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2011 1 次提交
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由 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).
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- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Renamed examples.
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- 15 2月, 2011 1 次提交
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由 alteredq 提交于
Also fixed quads vertex color bug in WebGLRenderer and did small optimization of face state handling.
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- 05 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 01 12月, 2010 1 次提交
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由 Mr.doob 提交于
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- 27 11月, 2010 1 次提交
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由 Mr.doob 提交于
CanvasRenderer/SVGRenderer: RenderableFace4 is now gone. Unfortunately it created more problems than it solved. CanvasRenderer now with ShadingSmooth, or something along the lines...
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- 13 11月, 2010 1 次提交
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由 Mr.doob 提交于
Most of the examples working.
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- 12 11月, 2010 1 次提交
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由 Mr.doob 提交于
* THREE.Rectangle: `_x1`, ` _x2`, `_y1`, `_y2` ⟶ `_left`, `_right`, `_top`, `_bottom`
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- 30 10月, 2010 1 次提交
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由 Mr.doob 提交于
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- 27 10月, 2010 1 次提交
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由 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
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- 06 10月, 2010 1 次提交
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由 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
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- 17 9月, 2010 1 次提交
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由 Mr.doob 提交于
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- 25 7月, 2010 1 次提交
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由 Mr.doob 提交于
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- 19 7月, 2010 1 次提交
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由 Mr.doob 提交于
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