- 22 7月, 2011 1 次提交
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由 alteredq 提交于
(per Qt API design suggestions http://developer.qt.nokia.com/wiki/API_Design_Principles) Also some more whitespace cleanup.
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- 10 7月, 2011 1 次提交
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由 Nico Kruithof 提交于
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- 24 6月, 2011 1 次提交
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由 Andrew Wason 提交于
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- 23 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 21 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 19 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 6月, 2011 1 次提交
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由 Mr.doob 提交于
Reverted to previous WebGLRenderer.setTexture code. Now that Chrome 12 is out, it should be working? Commented out troublesome object-behind-camera check in Ray.js
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- 06 6月, 2011 2 次提交
- 02 6月, 2011 1 次提交
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由 alteredq 提交于
Having these "undefined" for non-mesh objects was causing unnecessary GL state setting when having scenes with mixed content (and coercing "undefined" to boolean turned out to be similarly costly as state setting).
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- 01 6月, 2011 2 次提交
- 31 5月, 2011 1 次提交
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由 Eberhard Gräther 提交于
reworked Vector classes, no change in API, reordered methods, divide-by-zero prevention, removed use of .set() in methods for better performance
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- 29 5月, 2011 3 次提交
- 27 5月, 2011 1 次提交
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由 zz85 提交于
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- 10 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 08 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 07 5月, 2011 1 次提交
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由 Mr.doob 提交于
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- 04 5月, 2011 1 次提交
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由 Mr.doob 提交于
Using * ( 1 / scale ) instead of / scale in JSONLoader.
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- 27 4月, 2011 2 次提交
- 24 4月, 2011 1 次提交
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由 alteredq 提交于
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- 23 4月, 2011 1 次提交
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由 alteredq 提交于
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- 21 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Changed so objects added in sceneB in sceneA.addChild( sceneB ) actually propagates all the way up to sceneA, so they become rendered.
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- 15 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 14 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added .name and .getChildByName( "objectName", doRecurse ) to Object3D. Added so scene-loader fills in .name property.
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- 13 4月, 2011 1 次提交
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由 Mikael Emtinger 提交于
Added functions for getPosition(), getColumnX(), getColumnY() and getColumnZ() to easier access the different components of the matrix.
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- 12 4月, 2011 1 次提交
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由 alteredq 提交于
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- 11 4月, 2011 4 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
Added FlyCamera (thanks to James Baicoianu). Added specular map to normal map shader. Added WebGL Earth FlyCamera demo. Changed normal map shader to multiply specular component with diffuse weighting as specular highlights were appearing in the dark parts. Changed camera look speed in minecraft and terrain demos, they were too fast - I guess as everything got faster with antialiasing off. Reenabled antialiasing in few demos where it was too ugly without (basically anything with lines and without postprocessing). Fixed again spurious invisible characters in empaempa's code (which are breaking everything and are hard to hunt as they look like spaces).
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- 10 4月, 2011 1 次提交
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由 Mr.doob 提交于
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- 05 4月, 2011 2 次提交
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由 alteredq 提交于
If you want to get edges, run converter like with "-e" flag: python convert_obj_three.py -i model.obj -o model.js -e Output seems to match Blender exporter.
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由 alteredq 提交于
There is a new class Edge which stores vertices and faces for edge (I wasn't sure if indices or references would be better, so at least for the moment it contains both). Geometry now contains a list of such edges, created in JSONLoader, based on edge data exported from Blender. From Blender we get a list of vertex index pairs, from which in Geometry.computeEdgeFaces() we compute faces which share this particular edge and store them in the Edge object. Not sure if edges work properly till we don't have something using them. For now I just checked cube data exported from Blender and it seems fine. Also did some whitespace cleanup here and there.
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- 04 4月, 2011 3 次提交