- 09 4月, 2016 11 次提交
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由 aardgoose 提交于
* remove non existent property "dynamic" * colorsNeedUpdate required for face3 color updates * documents groupsNeedUpdate * document areaWeighted parameter of method computeVertexNormals
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由 aardgoose 提交于
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由 Elisée Maurer 提交于
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由 Mr.doob 提交于
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由 tschw 提交于
* Let ObjectLoader load extended PerspectiveCamera. Part 2 - "Oh complexity, how have I missed you!" * Let ObjectLoader ignore perspectiveCam.focalLength.
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由 WestLangley 提交于
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由 Matt DesLauriers 提交于
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由 tschw 提交于
* Make Clock work on iOS without polyfill. * Clock: Avoid adding up unnecessary rounding error. 0.001 does not have a finite binary float representation.
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由 Mr.doob 提交于
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由 Ben Houston (Clara.io) 提交于
* add ability to specify on MeshDepthMaterial the type of depth packing one wants. * depthRGBA -> clipZRGBA - more correct name. * forgotten replace of depthRGBA -> clipZRGBA. * add MeshDepthMaterial depthFormat + depthPacking. Use equations compatible with z buffers. * adopting MeshDepthMaterial instead of clipZRGBA. * remove clipZRGBA shader (aka depthRGBA shader) as we can now use MeshDepthMaterial for it. * remove some comments. * enable skinning in MeshDepthMaterial, as it was enabled in depthRGBA material. * remove unused shader. * fix bug. * fix bug in shadows with MEshDepthMaterial. * remove unnecessary debug code. * ensure that skinning and morphTargets propagate with MeshDepthMaterial. * fix ssao example to use new MeshDepthMaterial. * remove unused code.
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由 aardgoose 提交于
* add method docs intersectsBox method not documented. * correct isEmpty method name correct isEmpty method name
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- 08 4月, 2016 4 次提交
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由 panlina 提交于
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由 WestLangley 提交于
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由 Ben Houston (Clara.io) 提交于
* special purpose materials. * rename example from special_purpose -> channels. Add camera controls. * minor polish to webgl_materials_channels. * add standard material with displacement, normal and ao to show contract with normal and depth materials. * fix orthographic camera near/far bounds. * remove double add of material_channels example.
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由 Ben Houston (Clara.io) 提交于
* fix MeshDepthMaterial. * use a single float instead of a vec3 for optimization purposes. * use ThreeJS conventions for varyings.
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- 07 4月, 2016 12 次提交
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由 Mr.doob 提交于
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由 aardgoose 提交于
intersectsBox method not documented.
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由 Mr.doob 提交于
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由 WestLangley 提交于
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由 RavenWorks 提交于
The docs list it as "uvGenerator" instead of "UVGenerator", took me a while to spot why it wasn't working...
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由 Zach Koch 提交于
The doc is outdated, the parameters are now located instead of the parameters property, (e.g. there is no myPlane.width)
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由 aardgoose 提交于
Minor documentation errors in ImageLoader and TextureLoader.
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由 tschw 提交于
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由 tschw 提交于
* Implemented user-defined clipping planes. * Renderer: Minor documentation update. * Implements object-level clipping. * Renderer: Minor cosmetic changes. * Fixed lethal typo in normal shader. * Let shadows respect .side of object's material. * Fixed Plane.applyMatrix4. - Scale denormalized but did not scale the position - Projection is not supported (solved by documentation) - Removed unnecessary copying to make up for the normalization - Still arguably too heavy * Added custom clipping example. * Clipping: Fixed transition to disabled state. * Improved custom clipping example. - GUI dependency of volume visualization on Enabled state - Larger radius for cylindrical global clipping area * No .matrixAutoUpdate = false in clipping example. * Let ShadowMap check renderer.localClippingEnabled. * Added a simplified clipping example.
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由 Michael Herzog 提交于
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由 Ben Houston (Clara.io) 提交于
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由 Ben Houston (Clara.io) 提交于
* trying to unify packing. Untested. * adopt packing.glsl in ShaderSkin.js * adopt fract because theoretically it should be faster, no divide. * remove whitespace. * Revert "adopt fract because theoretically it should be faster, no divide." This reverts commit 8dfb3f1d2a53d389540bb514d5fc183605e9b133.
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- 06 4月, 2016 5 次提交
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由 Michael Herzog 提交于
* Examples: Removed deprecated THREE.ClosedSplineCurve3 This commit replaces THREE.ClosedSplineCurve3 with THREE.CatmullRomCurve3 * Curve: Removed reference to deprecated THREE.ClosedSplineCurve3
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由 Michael Herzog 提交于
* Post-Processing: Introducing base class for Passes * Post-Processing: move pass to effect composer
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由 rfm1201 提交于
CylinderBufferGeometry with 3 different textures when used with Multimaterial
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由 Ben Houston (Clara.io) 提交于
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由 WestLangley 提交于
* Reintroduce MeshPhysicalMaterial * Reintroduce MeshPhysicalMaterial * Simplified conditionals
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- 05 4月, 2016 8 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 dimarudol 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 tschw 提交于
* Revised PerspectiveCamera. - Allows extra skew for stereo rendering. - Allows to query effective FOV angle (considering .zoom). - Proper copy / serialization of all properties. - Tidier, single code path frustum calculation. - No longer uses ProjectionMatrix.makePerspective. * Revised PerspectiveCamera physical interface.
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由 Michael Herzog 提交于
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