- 11 4月, 2012 1 次提交
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由 ide user ide_gero3 提交于
first update towards typedarray usage in matrices\n This was done with some simple replaces it doesn't work yet
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- 30 3月, 2012 1 次提交
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由 alteredq 提交于
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- 28 10月, 2011 1 次提交
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- 25 10月, 2011 1 次提交
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由 alteredq 提交于
Hope so ... looks kinda ok, don't have red-blue glasses.
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- 24 10月, 2011 1 次提交
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由 alteredq 提交于
I had to resurrect parts of old code (keeping track of scene graph changes). Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps). Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
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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
CrosseyedRenderer is a hack, camera must have target :S.
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- 21 9月, 2011 1 次提交
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由 alteredq 提交于
Hopefully no more deprecation warnings.
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- 13 9月, 2011 1 次提交
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由 alteredq 提交于
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- 19 6月, 2011 2 次提交
- 14 6月, 2011 5 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 Mark Lundin 提交于
Modified Anaglyph Renderer to use an asymmetric perspective projection. Added focal length to the equation and updated to allow for camera rotation
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由 Mr.doob 提交于
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- 13 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 01 6月, 2011 3 次提交