- 22 5月, 2014 1 次提交
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由 Mr.doob 提交于
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- 31 7月, 2013 1 次提交
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由 Mr.doob 提交于
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- 04 3月, 2013 1 次提交
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由 Mr.doob 提交于
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- 15 11月, 2012 1 次提交
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由 Mr.doob 提交于
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- 03 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 02 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 25 9月, 2012 2 次提交
- 24 9月, 2012 1 次提交
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由 Mr.doob 提交于
@alteredq: I think ShaderExtras.js is starting to become bulky and messy... What do you think about splitting ShaderExtras into single files? Contributing new shaders would then feel more welcoming. And the examples would show the dependencies clearer. I was unsure on what style use... THREE.WebGLShaders['film'], THREE.FilmWebGLShader or THREE.FilmShader. The later seemed the nicest
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- 19 8月, 2012 1 次提交
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由 Mr.doob 提交于
Uhm, some day it would be nice to rewrite all this Shape/Path/Curve/CurvePath code...
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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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- 04 8月, 2012 3 次提交
- 15 6月, 2012 1 次提交
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由 alteredq 提交于
More examples resizing handling. Also fixed typo in flag name and cleaned whitespace in CombinedCamera.
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- 13 4月, 2012 1 次提交
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由 Mr.doob 提交于
(Phewww!) I'm sure there are still things I missed...
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- 28 3月, 2012 1 次提交
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由 Mr.doob 提交于
Fixed all the examples that used PlaneGeometry except webgl_terrain_dynamic.html (not sure what's going on :S).
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- 27 12月, 2011 1 次提交
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由 alteredq 提交于
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 29 11月, 2011 1 次提交
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由 Mr.doob 提交于
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- 25 11月, 2011 1 次提交
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由 alteredq 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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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 10月, 2011 1 次提交
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由 alteredq 提交于
Do not use for anything, this is just snapshot of a test in progress. I solved quite a few issues, but many things are still clumsy and broken.
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2011 1 次提交
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由 alteredq 提交于
CrosseyedRenderer is a hack, camera must have target :S.
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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras. Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
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- 26 9月, 2011 1 次提交
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由 alteredq 提交于
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- 21 9月, 2011 2 次提交
- 06 9月, 2011 1 次提交
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由 Mr.doob 提交于
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- 03 9月, 2011 1 次提交
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由 alteredq 提交于
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was. Gained about 10 fps in performance test, and that was for for loop iterating over single property. Also fixed broken examples with postprocessing.
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- 31 8月, 2011 2 次提交
- 29 8月, 2011 2 次提交
- 24 8月, 2011 2 次提交
- 22 8月, 2011 1 次提交
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由 alteredq 提交于
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- 11 8月, 2011 1 次提交
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由 zz85 提交于
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