- 29 4月, 2016 7 次提交
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由 Michael Herzog 提交于
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由 Michael Herzog 提交于
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由 Mr.doob 提交于
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由 Michael Herzog 提交于
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由 weiserhei 提交于
meshphongmaterial normalMapScale -> normalScale
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由 Billiam 提交于
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由 Nicolas Rannou 提交于
* no more limitation on dragging area * drag cubes // to camera front/back planes
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- 28 4月, 2016 2 次提交
- 27 4月, 2016 5 次提交
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由 Brian Chirls 提交于
* Fix VREffect support for webvr-polyfill (#8712) - correctly set `isPresenting` in full screen mode - webvr-polyfill fires fullscreenchange in VR mode - fix needed for setting main window to full screen while presenting * Code clean-up (#8748, #8712) - Added parentheses to clarify per @mrdoob - More spaces - cast `isPresenting` to boolean * Check if vrHMD is undefined (#8748, #8712)
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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 tschw 提交于
* Improved precision of RGBA fixpoint packing. * Added switch to enable double-sided shadow casters. - Off by default, see #8692 * Updated WebGLRenderer docs, shadow mapping. * Enabled back face shadows, webgl_clipping_advanced.
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由 aardgoose 提交于
* default value for constructor autostart * document default values for optional parameters * Revert "document default values for optional parameters" This reverts commit f1d33aa28401658e3622852755a1b5cb7b0e15c6. * document defaults for raycaster methods
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- 26 4月, 2016 4 次提交
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由 Xiangyun Chi 提交于
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由 aardgoose 提交于
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由 tschw 提交于
* Removed leftover inclusion of AnimationClipCreator. - See #8677 https://github.com/mrdoob/three.js/issues/8677#issuecomment-213629279 * Clarified AnimationMixer loop mode handling. - See #8719
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由 Michael Herzog 提交于
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- 25 4月, 2016 6 次提交
- 23 4月, 2016 3 次提交
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由 gero3 提交于
* remove usage of parameters in setFromMatrixColumn * This fixes the usage of setFromMatrixColumn
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由 Michael Herzog 提交于
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由 rfm1201 提交于
No vertex and no index for cap with 0 radius
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- 22 4月, 2016 5 次提交
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由 tschw 提交于
See #8685
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由 rfm1201 提交于
The indexCount was rigth but the vertexCount was wrong. The squares on each plane (face) have common vertices
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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 Scott Garner 提交于
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- 21 4月, 2016 8 次提交
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由 mlknz 提交于
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由 Mr.doob 提交于
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由 Jonne Nauha 提交于
* MTLLoader: Deprecate setBaseUrl in favor or better named setTexturePath. Make sure MaterialCreator.baseUrl is not undefined if no path/texture path is set. * MTLLoader: Automatically resolve texture base path from .mtl source URL if not explicitly set with setPath or setTexturePath. The URL parameter to .parse(text, url) is passed in if you use .load(). For external use it is optional and preserves earlier behavior if not passed in. * MTLLoader: Use single quotes consistently. Make params object property setting easier to read. * MTLLoader: Don't overwrite already found diffuse texture like is done with bump map. This might change behavior for bad materials that define 'map_kd' multiple times. * MTLLoader: Remaining double quotes to single ticks, also in documentation. * MTLLoader: Remove auto resolving base path from .mtl source URL. Add documentation to load and other important functions. Remove now redundant call to .setBaseUrl in obj/mtl loader example. setPath is enough if the .mtl and textures have the same base path (documented). * MTLLoader: Dont break parsed texture references that are already absolute URLs. * MTLLoader: Fix doc typos. * MTLLoader: Move utility function inside the function that uses it. * MTLLoader: Use case insensitive regexp instead for abs URL checks.
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由 Mr.doob 提交于
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由 gero3 提交于
* Update ISSUE_TEMPLATE.md * Update ISSUE_TEMPLATE.md
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由 Arthur Muchir 提交于
If we use zoom, `camera.fov` is not change. By replacing `camera.fov` by `camera.getEffectiveFOV`, the correct FOV is get.
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由 Jonne Nauha 提交于
* ObjLoader: Implement support for multiple materials inside a geometry/object. - Tracks material declaration occuring mid face declaration - If object has multiple materials MultiMaterial is creted and geometry groups are created. - This approach is better than splitting into separate objects: 1) we are creating as many objects the file defines (correctness) 2) The full geometry would be duplicated into two objects, afaik this uploads the geometry multiple times to the GPU (perf, i had test asset that had >400 submeshes with 1-6 geometry groups each). Fixes #8681 #8640 Updates #8203 (fixes OPs 2. point) * OBJLoader: Code cleanup and three.js style formatting.
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由 Takahiro 提交于
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