- 13 3月, 2012 1 次提交
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由 alteredq 提交于
This is required for SSAO. Unfortunately scene.overrideMaterial is not enough for proper depth pass. Like for shadow maps, shader animated objects (like morphs) need different depth materials than static objects.
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- 06 3月, 2012 1 次提交
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由 alteredq 提交于
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- 04 3月, 2012 1 次提交
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由 Mr.doob 提交于
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- 26 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 25 2月, 2012 4 次提交
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由 alteredq 提交于
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由 Mr.doob 提交于
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由 alteredq 提交于
This adds Vector3.getRotationFromQuaternion and changes Object3D.applyMatrix to use Matrix4.decompose. Also added SceneUtils.attach / detach and cleaned up unused vector parameter in Geometry.applyMatrix.
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由 Mr.doob 提交于
Renamed Vector3.setRotationFromMatrix() to Vector3.getRotationFromMatrix(). Added Vector3.getScaleFromMatrix().
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- 22 2月, 2012 1 次提交
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由 alteredq 提交于
As usual, it's up to caller to cache the value if it's not used right away. Had to use Matrix4's internal matrix to avoid circular cross-dependency between Vector3 and Matrix4 (added extra internal matrix m3 for this not used anywhere in Matrix4 itself to minimize chances of messing up something).
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- 21 2月, 2012 4 次提交
- 20 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 16 2月, 2012 1 次提交
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由 alteredq 提交于
This fixes geometry tessellation example (before TextGeometry by default was having UVs defined for just a subset of faces).
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- 15 2月, 2012 3 次提交
- 14 2月, 2012 5 次提交
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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
Is as it was before, but I implemented the event dispatching in a different way (checking the distance of the object position between frames). Also renamed the 'update' event to 'change'. controls.addEventListener( 'change', render ); Right now only misc_camera_trackball.html uses this.
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由 alteredq 提交于
At least till we don't have this solved somehow better I think we should keep the old one. New one makes everything using it feeling broken, it's distracting. Moved new event-driven `TrackballControls` into `TrackballControlsExperimental`. For the moment used just in "misc_camera_trackball.html" example.
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由 alteredq 提交于
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- 13 2月, 2012 1 次提交
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由 Mr.doob 提交于
Now we can do things like this: controls = new THREE.TrackballControls( camera ); controls.addEventListener( 'update', render ); Sadly, some examples are slightly broken until we have better pipeline for assets load complete event dispatching.
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- 12 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 10 2月, 2012 1 次提交
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由 alteredq 提交于
Seems horse model was wrong, it had one extra frame at the end (almost identical to the first frame), which caused our animation playback code to be incorrect in order to accommodate for this. Side-effect was that two frame animations were completely broken. Bah.
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- 09 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 07 2月, 2012 1 次提交
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由 alteredq 提交于
As per discussion in #1256
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- 04 2月, 2012 2 次提交
- 01 2月, 2012 1 次提交
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由 alteredq 提交于
Default computation of morph normals for all models with morphs was taking unnecessary time and memory. Also made it less resource intensive to recompute morph normals.
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- 31 1月, 2012 3 次提交
- 30 1月, 2012 3 次提交
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由 alteredq 提交于
As per discussion in #1207
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由 alteredq 提交于
As per discussion in #1201
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由 alteredq 提交于
Shadow cascades should be now a bit more under control. Cascades can't be active together with multiple separate shadows, it's either one or the other. For this there is `renderer.shadowMapCascade` parameter. Made colored shadow frustum debug visibility toggleable via `renderer.shadowMapDebug` parameter. Fixed runaway globals in ShadowMapPlugin. Fixed missing Gyroscope dependency in WebGL lib build.
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- 28 1月, 2012 1 次提交
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由 alteredq 提交于
This should make it work with cameras having parents other than scene root.
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- 22 1月, 2012 1 次提交
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由 Mr.doob 提交于
Added a silly check on Object3D.add(). It's a quick check and it avoids enless recursivity making the browser silently hang.
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- 21 1月, 2012 1 次提交
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由 alteredq 提交于
Not sure about this hardcoded epsilon thing for "isZero", also related strict equality check. Maybe these should be configurable somehow.
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