- 19 2月, 2013 1 次提交
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由 zz85 提交于
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- 18 2月, 2013 1 次提交
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由 zz85 提交于
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- 17 2月, 2013 1 次提交
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由 zz85 提交于
- fixes #3017 and possibly #3084
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- 14 2月, 2013 1 次提交
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由 Mr.doob 提交于
Seems like @gero3 is MIA. We'll try again on the next cycle.
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- 08 2月, 2013 1 次提交
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由 Mr.doob 提交于
Ok, lets give this a push :) @gero3 webgl_lensflares.html seems to be broken.
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- 07 2月, 2013 1 次提交
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由 Aleksandar Rodic 提交于
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- 05 2月, 2013 2 次提交
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由 Ben Houston 提交于
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由 Ben Houston 提交于
make Matrix4.getPosition() deprecated and replace all usages in core library with Vector3.getPositionFromMatrix()
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- 29 1月, 2013 2 次提交
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由 OpenShift guest 提交于
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由 OpenShift guest 提交于
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- 16 1月, 2013 2 次提交
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由 Mr.doob 提交于
@WestLangley I've changed most of the vector.applyMatrix4() to vector.projectPoint(). Feel free to change back the ones that aren't needed (or let me know which ones can need to be changed back and I will do it).
- 06 1月, 2013 1 次提交
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由 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...
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- 04 1月, 2013 1 次提交
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由 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.
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- 02 1月, 2013 1 次提交
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由 Aki 提交于
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- 01 1月, 2013 1 次提交
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由 Ben Houston 提交于
Frustum.contains -> intersectsObject, containsSphere->intersectsSphere, removed Frustum.containsAnyPoints, .transform. Update unit tests accordingly.
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- 31 12月, 2012 2 次提交
- 30 12月, 2012 2 次提交
- 24 12月, 2012 2 次提交
- 14 12月, 2012 1 次提交
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- 13 12月, 2012 1 次提交
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由 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.
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- 12 12月, 2012 1 次提交
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由 alteredq 提交于
See #2624
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- 11 12月, 2012 4 次提交
- 09 12月, 2012 1 次提交
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由 Mr.doob 提交于
It's hard to test because, I think, chrome is now automatically deallocating stuff on it's own @alteredq I've done a combined deallocateGeometry and some things here and there would need to be refactored but... what do you think?
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- 08 12月, 2012 1 次提交
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由 alteredq 提交于
For the moment just continuing with having both vertex and fragment shaders using the same precision (not to get uniforms precision mismatch, see #1602). See #2769
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- 07 12月, 2012 1 次提交
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由 alteredq 提交于
Also not sending anymore to GPU directional and hemisphere lights with undefined direction (0,0,0). This is to prevent black pixels in OpenGL. Fixes #2742
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- 04 12月, 2012 1 次提交
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由 Mr.doob 提交于
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- 02 12月, 2012 1 次提交
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由 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.
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- 01 12月, 2012 1 次提交
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由 alteredq 提交于
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- 30 11月, 2012 2 次提交
- 27 11月, 2012 3 次提交
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由 alteredq 提交于
See discussion in https://github.com/mrdoob/three.js/commit/d951fcbcfa8efa8b7cecc10075e5e78be4027bac
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由 alteredq 提交于
This happens when you use MeshFaceMaterial for a single material model (that's what was going on in Lucy example). Alternatively, we could set face.materialIndex by default to 0 instead of "undefined". This kinda makes sense, just would need to be checked if it wouldn't break things.
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由 alteredq 提交于
This was causing a major headscratching in deferred rendering where I just couldn't get rid of data alpha seeping into color channels. Watch out for unexpected changes. I believe NoBlending is correct for opaque pass, but there could be some demos that depend on incorrect behavior with NormalBlending (getting transparency without setting "material.transparent" flag). Most likely troubles could come from using transparent PNGs without setting "material.transparent".
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