1. 13 3月, 2012 1 次提交
    • A
      Added DepthPassPlugin. · 483141ba
      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.
      483141ba
  2. 06 3月, 2012 1 次提交
  3. 04 3月, 2012 1 次提交
    • M
      r48 · a4088b89
      Mr.doob 提交于
      a4088b89
  4. 26 2月, 2012 1 次提交
  5. 25 2月, 2012 4 次提交
  6. 22 2月, 2012 1 次提交
  7. 21 2月, 2012 4 次提交
  8. 20 2月, 2012 1 次提交
  9. 16 2月, 2012 1 次提交
  10. 15 2月, 2012 3 次提交
  11. 14 2月, 2012 5 次提交
  12. 13 2月, 2012 1 次提交
    • M
      Added EventTarget to TrackballControls. Fixes #1189. · 72065046
      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.
      72065046
  13. 12 2月, 2012 1 次提交
  14. 10 2月, 2012 1 次提交
    • A
      Fixed horse-induced animation playback bug. · 6862c7d9
      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.
      6862c7d9
  15. 09 2月, 2012 1 次提交
  16. 07 2月, 2012 1 次提交
  17. 04 2月, 2012 2 次提交
  18. 01 2月, 2012 1 次提交
    • A
      Refactored morph normals to be optional. · cb41542a
      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.
      cb41542a
  19. 31 1月, 2012 3 次提交
  20. 30 1月, 2012 3 次提交
  21. 28 1月, 2012 1 次提交
  22. 22 1月, 2012 1 次提交
  23. 21 1月, 2012 1 次提交