- 05 4月, 2016 1 次提交
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由 tschw 提交于
* Revised PerspectiveCamera. - Allows extra skew for stereo rendering. - Allows to query effective FOV angle (considering .zoom). - Proper copy / serialization of all properties. - Tidier, single code path frustum calculation. - No longer uses ProjectionMatrix.makePerspective. * Revised PerspectiveCamera physical interface.
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- 29 3月, 2016 1 次提交
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由 Mr.doob 提交于
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- 25 1月, 2016 1 次提交
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由 Mr.doob 提交于
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- 30 12月, 2015 1 次提交
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由 Mr.doob 提交于
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- 18 11月, 2015 1 次提交
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由 Mr.doob 提交于
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- 12 8月, 2015 1 次提交
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由 Daniel Hritzkiv 提交于
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- 11 8月, 2015 1 次提交
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由 Daniel Hritzkiv 提交于
- Better inheriting of `clone` + `copy` methods where appropriate. This is done by calling `new this.constructor()` in parent classes. `this.constructor` refers to the current instance's constructor, so it should all compose nicely; - Pass in attributes directly as arguments to constructor when cloning, where appropriate (if arguments pattern is different from parent class). This mean `copy` isn't relied on to set those attributes. - Change order of `clone` in some files (for better visibility into its relationship with `copy`, and to maintain consistency; can return to previous order if necessary); - Fix CubeTexture's clone method
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- 21 7月, 2015 1 次提交
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由 dubejf 提交于
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- 20 7月, 2015 1 次提交
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由 dubejf 提交于
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- 17 7月, 2015 2 次提交
- 25 6月, 2015 1 次提交
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由 dubejf 提交于
eg. / e.g. vertice / vertex fullframe / full-frame todo / TODO unreckognized / unrecognized ontop / in front initialise / initialize unforms / uniforms overriden / overridden interpolatation / interpolation subsurve / sub-curve Catmull-rom / Catmull-Rom consruct / construct colinear / collinear perpenicular / perpendicular minimim / minimum segements / segments speficied / specified compatable / compatible egde / edge initalization / initialization shiftet / shifted childrens' / children's ambigious / ambiguous barycoordinates / barycentric coordinates equi distance / equidistant equidistance / equidistant ist / is And remove one `console.log`
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- 24 6月, 2015 1 次提交
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由 prafullit 提交于
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- 06 4月, 2015 1 次提交
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由 brason 提交于
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- 27 3月, 2015 1 次提交
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由 Mr.doob 提交于
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- 20 3月, 2015 1 次提交
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由 aaron 提交于
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- 11 11月, 2014 1 次提交
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由 Elisée Maurer 提交于
Fixes #5570
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- 27 9月, 2014 2 次提交
- 10 9月, 2014 2 次提交
- 18 8月, 2014 1 次提交
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由 Mr.doob 提交于
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- 31 5月, 2014 1 次提交
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由 Joshua Koo 提交于
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- 03 8月, 2013 1 次提交
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由 Mr.doob 提交于
It shouldn't be needed as Camera .clone() is already copying .projectionMatrix.
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- 31 7月, 2013 1 次提交
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由 Slayvin 提交于
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- 20 12月, 2012 1 次提交
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由 Ben Houston 提交于
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- 16 8月, 2012 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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- 08 4月, 2012 1 次提交
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由 Mr.doob 提交于
Matrix4's static methods makeFrustum, makePerspective, makeOrtho are now normal non-static public methods. Fixes #1615.
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- 08 2月, 2012 1 次提交
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由 Mr.doob 提交于
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- 06 10月, 2011 2 次提交
- 04 10月, 2011 1 次提交
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由 Mr.doob 提交于
* Camera is now a base object. PerspectiveCamera should be used instead. Figured out a way to show a warning when misused. * OrthoCamera is now OrthographicCamera. * Removed `target` from Camera. Misc * Renamed Trident to Axes.
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- 02 10月, 2011 1 次提交
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由 Mr.doob 提交于
* Camera.useTarget is now false by default. Updated some of the examples. I tried to remove target altogether (and use lookAt every frame), but I found that WebGLRenderer's ShadowMaps uses a camera with target. Will try again at some point. * Object3D.lookAt now checks if it's a Camera and does the inverted view. * Quaternion glitch reported at #595 * Added .name to Material * WebGLRenderer .clear() to .clear( color, depth, stencil ). All of them true by default.
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- 11 9月, 2011 1 次提交
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由 alteredq 提交于
This buggy pattern ("something = parameter || nonzero value") exists at more places though elsewhere setting to zero doesn't make that much sense (e.g. in geometries). Not sure if we should change it everywhere to proper pattern ("something = ( parameter !== undefined ) ? parameter : value"). Maybe it would be good for establishing habit. I remember fixing this buggy pattern long ago but it just keeps popping up.
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- 03 6月, 2011 1 次提交
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由 Gregg Tavares 提交于
Examples in another commit
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- 01 6月, 2011 1 次提交
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由 Mr.doob 提交于
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- 11 4月, 2011 2 次提交
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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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