- 01 12月, 2010 20 次提交
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由 alteredq 提交于
Somehow they got forgotten in the merge when "THREE.RefractionMap" got renamed to "THREE.RefractionMapping".
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 sole 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Modified build script to avoid the extra full compilation.
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
Also yet another fix for car demo load progress.
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
This commit fixes what that change broke. Removed chromatic distortion from WebGL reflection/refraction.
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- 30 11月, 2010 14 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 George Profenza 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 George Profenza 提交于
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由 alteredq 提交于
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由 George Profenza 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Trying to catch a bug with SmoothShading material objects with no vertexNormals.
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由 alteredq 提交于
Moved binary files load progress reporting to Loader.js. Added load progress reporting to demos with larger meshes. To be used like this: var loader = new THREE.Loader( true ); container.appendChild( loader.statusDomElement ); loader.loadBinary( url, function( geometry ) { createScene( geometry ) }, path ); function createScene( geometry ) { ... loader.statusDomElement.style.display = "none"; }
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由 alteredq 提交于
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由 alteredq 提交于
MeshShaderMaterial is still work in progress, expect changes. Nice side effect of WebGLRenderer refactoring: optimized one significant bottleneck (with noticeable effect on framerate in some demos), typed arrays corresponding to matrix uniforms are now set (instead of being created anew in each frame). Also created fully full build, with all extras included. This helps with deployment, especially when multiple versions of Three have to coexist in the same folder structure (got burned on this few times already).
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- 29 11月, 2010 3 次提交
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由 George Profenza 提交于
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由 George Profenza 提交于
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由 George Profenza 提交于
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- 28 11月, 2010 3 次提交