- 23 8月, 2013 5 次提交
-
-
由 Mr.doob 提交于
-
-
-
由 Mr.doob 提交于
-
由 WestLangley 提交于
-
- 22 8月, 2013 6 次提交
- 21 8月, 2013 11 次提交
-
-
-
由 Ian Kerr 提交于
-
由 Mr.doob 提交于
-
-
由 Walker Flynn 提交于
created euler angle docs, updated vector 3 equals to specify that it returned a boolean and not a vector 2
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Mr.doob 提交于
-
由 Ian Kerr 提交于
This commit fixes a skinning bug that occurs when two or more SkinnedMesh objects share a common material and have bone textures of different sizes. Currently, bone texture sizes are hard coded into the shader program, requiring the program to be re-built when the bone texture size changes; however, the current implementation does not handle this correctly, which can lead to the shader accessing incorrect bone transforms. This commit uses two uniforms to store the bone texture dimensions. These uniforms are updated as needed, eliminating the need to re-build the shader and fixing the bug.
-
- 20 8月, 2013 5 次提交
-
-
由 Robert Carnecky 提交于
-
由 Robert Carnecky 提交于
Not every bone has an animation channel
-
由 Robert Carnecky 提交于
Mesh vertices are already transformed
-
-
由 Walker Flynn 提交于
-
- 19 8月, 2013 5 次提交
-
-
由 Walker Flynn 提交于
-
由 benoitjacquier 提交于
-
由 Walker Flynn 提交于
-
由 Walker Flynn 提交于
-
由 Mr.doob 提交于
-
- 18 8月, 2013 5 次提交
-
-
由 Walker Flynn 提交于
-
由 Walker Flynn 提交于
-
由 Walker Flynn 提交于
-
由 Walker Flynn 提交于
-
由 Walker Flynn 提交于
-
- 17 8月, 2013 3 次提交