- 11 11月, 2014 1 次提交
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由 Elisée Maurer 提交于
Fixes #5570
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- 26 9月, 2014 1 次提交
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由 Mr.doob 提交于
This fixes colada keyframe example but breaks helpers. Time to refactor Helpers...
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- 18 8月, 2014 1 次提交
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由 Mr.doob 提交于
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- 23 7月, 2014 2 次提交
- 31 5月, 2014 1 次提交
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由 Joshua Koo 提交于
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- 18 12月, 2013 1 次提交
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由 Gheric Speiginer 提交于
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- 12 9月, 2013 1 次提交
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由 Mr.doob 提交于
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- 05 9月, 2013 2 次提交
- 31 5月, 2013 2 次提交
- 07 4月, 2013 1 次提交
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由 Mr.doob 提交于
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- 15 8月, 2012 1 次提交
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由 Mr.doob 提交于
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- 26 6月, 2012 1 次提交
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由 Mr.doob 提交于
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- 03 3月, 2012 1 次提交
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由 Erik Kitson 提交于
Lights with a target will have their target automatically added to the scene to honor matrixAutoUpdate.
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- 25 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 21 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 24 10月, 2011 1 次提交
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由 alteredq 提交于
I had to resurrect parts of old code (keeping track of scene graph changes). Good news: performance is great, new scene graph gains compound with buffers optimizations and non-array materials refactoring. Together we gained about 15% for rotating cubes performance test (pushing max to 2650 cubes at 60 fps). Still broken with new scene graph: lod, skinning, collisions, AnaglyphWebGLRenderer, ParallaxBarrierWebGLRenderer, multi-canvas circle example.
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- 09 10月, 2011 2 次提交
- 06 10月, 2011 2 次提交
- 05 10月, 2011 1 次提交
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由 Mr.doob 提交于
* Added `scene.ambientColor` and `Scene` now ignores `AmbientLights` (transferring hex for temporal backwards compatibility) * CanvasRenderer and SVGRenderer using `scene.ambientColor`. Tried to update `WebGLRenderer` too, but the method in question doesn't seem to have access to the scene :S * Removed `scene.origin` and updated examples that used it. * Improved subdivision example
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- 04 10月, 2011 2 次提交
- 26 9月, 2011 1 次提交
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由 Ivo Benner 提交于
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- 15 9月, 2011 2 次提交
- 05 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 7月, 2011 2 次提交
- 08 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 16 4月, 2011 1 次提交
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由 alteredq 提交于
Just a single callback is now passed to loader.load( "scene.js", callbackFinal ) - callback which is called when everything from the scene was already loaded. If you want to use also callbacks for initialization of procedural synchronously created elements, you can set property of loader: loader.callbackSync = function( result ) { ... } If you want to get callback for load progress, set: loader.callbackProgress = function( progress, result ) { ... } Also added per scene creation of collision systems (it used to be singleton).
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- 03 3月, 2011 1 次提交
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由 Mr.doob 提交于
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- 26 2月, 2011 4 次提交
- 25 2月, 2011 1 次提交
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由 alteredq 提交于
Thanks to @mikaelemtinger ;)
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