- 02 6月, 2016 2 次提交
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由 Michael Blix 提交于
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由 MrRar 提交于
See https://css-tricks.com/snippets/javascript/javascript-keycodes/ for key codes.
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- 01 6月, 2016 27 次提交
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由 Mr.doob 提交于
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由 Eli Grey 提交于
* Fixed for non-HTML documents * Replaced Image constructor with createElementNS * Merging WebGLTextures.js This didn't commit for some reason
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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 razh 提交于
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由 Takahiro 提交于
* Fix Skeleton.pose() bug * Clean up THREE.Skeleton
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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
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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 Sandro Martis 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 Ben Houston (Clara.io) 提交于
* add auto-builder. * do an initial build when watching. * add include directory in build-watch. * incorporate zz85's suggestions.
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由 Mr.doob 提交于
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由 Juan Jose Luna Espinosa 提交于
* Water grid simulation w/ ShaderMaterial cloned from MeshPhongMaterial * Water shader works with texture heightmap * Added GPUComputationRenderer, I'm about to test it * GPUComputationRenderer works with water simulation * Interaction with mouse * Added water viscosity, simple geometry for mouse picking * Put pass thru shaders in GPUComputationRenderer. Some minor refactoring. * Code revisison, added comments and explanations. Inverted mouse Y coord. * Added GUI controls for some water parameters. * Commencing conversion of birds gpu demo to GPUComputationRenderer * Converted gpu birds demo to GPUComputationRenderer and fixed bugs in it. * Solved mouse bug. * Optimized smoothWater(), renamed some GPUComputationRenderer methods. * Substituted old bird gpu implementation. Preparing for new demo. * Removing old SimulationRenderer * GPU protoplanets demo started. Minor tweaks in the other demos * Starting to implement the particle demo * $th component of texture now is usable. It was the GPUComputationRenderer pass-through fragment shader. Next thing to do is use a texture that contains (vx, vy, vz, mass). * Particles already move. Next is gravity interaction. * Gravity interaction done. Next is particle collision and aggregation. * Particle collision works * Added gui * Some minor adjustments * Added the two new demos to the list of examples
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由 Mr.doob 提交于
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由 Mr.doob 提交于
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- 31 5月, 2016 3 次提交
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由 aardgoose 提交于
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由 rfm1201 提交于
In the actions array of the Path, the last elements of the args array need to be the x and y of the last point of the segment added to the path. Not the case with splineThru => cause an exception if you add an other segment after the pline (without a moveTo). Used the same trick as absellipse does.
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由 Luis Arturo Pacheco 提交于
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- 30 5月, 2016 3 次提交
- 29 5月, 2016 1 次提交
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由 rfm1201 提交于
the updateArcLengths in CurvePath must clear the local cache, cacheLengths
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- 28 5月, 2016 4 次提交