- 30 7月, 2012 1 次提交
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由 Mr.doob 提交于
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- 14 4月, 2012 1 次提交
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由 Mr.doob 提交于
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- 13 4月, 2012 1 次提交
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由 Mr.doob 提交于
(Phewww!) I'm sure there are still things I missed...
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- 14 2月, 2012 2 次提交
- 22 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 28 2月, 2011 1 次提交
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由 Mr.doob 提交于
I don't remember when was the last time I used them. Current Web Developer Tools do this already for you. Color::updateRGBA ⟶ Color::updateRGB
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- 26 2月, 2011 1 次提交
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由 Mr.doob 提交于
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- 30 12月, 2010 1 次提交
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由 Szymon Nowak 提交于
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- 26 12月, 2010 1 次提交
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由 Mr.doob 提交于
Moved near/far values from MeshDepthMaterial to Camera (CanvasRenderer/WebGLRenderer/WebGLRenderer2).
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- 09 12月, 2010 1 次提交
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由 alteredq 提交于
A lot of things going on in this commit: - added tangents computation for geometries - mesh must have UV coordinates - to be called explicitly once geometry is loaded like this: geometry.computeTangents() - tangents are stored in Vertex objects - quads are not solved properly (though workaround hack seems to work at least somehow, as far as each vertex appears at least somewhere) - extended VBOs in WebGLRenderer to include tangent streams (when available) - added "normal" shader to ShaderUtils (to be used with MeshShaderMaterial) - Blinn-Phong with one directional and one point light (7 varyings gone, just one spare) - normal maps are in tangent space - displacement maps use simple luminance value (could be changed if better precision is needed) - displacement mapping uses vertex texture fetch - this requires GPU with Shader Model 3.0 - not currently supported in ANGLE - for this, added "supportsVertexTextures" method to WebGLRenderer API, so that application can handle this
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- 17 11月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Julian Walker 提交于
* Changed THREE.Vertex.positionScreen from a Vector3 to a Vector4 to support clipping.
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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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- 21 9月, 2010 1 次提交
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由 Mr.doob 提交于
- Minor tweaks
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- 20 6月, 2010 1 次提交
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由 Mr.doob 提交于
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- 07 6月, 2010 1 次提交
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由 Mr.doob 提交于
- CanvasRenderer supports TextureUVMappingMaterial. - Moved UVs to Geometry. - Minor clean up
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- 06 6月, 2010 1 次提交
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由 Mr.doob 提交于
+ Workaround for WebKit not supporting rgba() in SVG yet + Aesthetic changes on the readme file
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- 17 5月, 2010 1 次提交
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由 Mr.doob 提交于
Vector3.cross -> crossSelf added Vector3.multiplySelf and others (kile)
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- 16 5月, 2010 2 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Added THREE namespace Camera.x -> Camera.position.x Camera.target.x -> Camera.target.position.x ColorMaterial -> ColorFillMaterial FaceColorMaterial -> FaceColorFillMaterial Materials are now multipass (use array) Added ColorStrokeMaterial and FaceColorStrokeMaterial geometry.faces.a are now indexes instead of links
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- 24 4月, 2010 1 次提交
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由 Mr.doob 提交于
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