- 07 3月, 2012 2 次提交
- 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 2 次提交
- 25 2月, 2012 12 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 alteredq 提交于
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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 Mr.doob 提交于
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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 2 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 2 次提交
- 15 2月, 2012 2 次提交
- 14 2月, 2012 3 次提交
- 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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- 08 2月, 2012 1 次提交
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由 alteredq 提交于
Also updated build script to fill in missing dependency (ImageUtils => DataTexture).
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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 1 次提交
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由 alteredq 提交于
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- 01 2月, 2012 2 次提交
- 31 1月, 2012 3 次提交