1. 19 2月, 2013 1 次提交
  2. 18 2月, 2013 1 次提交
  3. 17 2月, 2013 1 次提交
  4. 14 2月, 2013 1 次提交
  5. 08 2月, 2013 1 次提交
  6. 07 2月, 2013 1 次提交
  7. 05 2月, 2013 2 次提交
  8. 29 1月, 2013 2 次提交
  9. 16 1月, 2013 2 次提交
  10. 06 1月, 2013 1 次提交
    • B
      Exposed more supports tests · bc941738
      Ben Adams 提交于
      Extra feature detection tests, to know what to load when using library
      
      e.g. 
      If no compressed texture support, load regular textures etc
      If no float texture support, do multi pass rendering and pack float into rgba
      If no dervitives do something else...
      bc941738
  11. 04 1月, 2013 1 次提交
    • M
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub,... · b062fee8
      Mr.doob 提交于
      Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860.
      Good thing we have a ton of examples to make sure nothing is broken. The unit tests also helped. However, I suspect I've left something unchanged.
      b062fee8
  12. 02 1月, 2013 1 次提交
  13. 01 1月, 2013 1 次提交
  14. 31 12月, 2012 2 次提交
  15. 30 12月, 2012 2 次提交
  16. 24 12月, 2012 2 次提交
  17. 14 12月, 2012 1 次提交
  18. 13 12月, 2012 1 次提交
    • M
      Sending target in the deallocate event. · fdb737d0
      Mr.doob 提交于
      Still unsure of whether to rename it to dispose instead.
      I guess a problem of the world deallocate is that you're unsure wether it is dealocate or deallocate.
      fdb737d0
  19. 12 12月, 2012 1 次提交
  20. 11 12月, 2012 4 次提交
  21. 09 12月, 2012 1 次提交
  22. 08 12月, 2012 1 次提交
  23. 07 12月, 2012 1 次提交
  24. 04 12月, 2012 1 次提交
  25. 02 12月, 2012 1 次提交
    • M
      Added shadow map type definitions and replaced shadowMapSoft boolean on the... · 0c899e05
      MiiBond 提交于
      Added shadow map type definitions and replaced shadowMapSoft boolean on the renderer with shadowMapType. The default type is THREE.PCFShadowMap, which amounts to the previous default of shadowMapSoft = true. A new type, THREE.PCFSoftShadowMap will enable bilinear filtering of the shadow in the shader for smoother results.
      0c899e05
  26. 01 12月, 2012 1 次提交
  27. 30 11月, 2012 2 次提交
  28. 27 11月, 2012 3 次提交