- 28 10月, 2012 3 次提交
- 27 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 26 10月, 2012 1 次提交
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由 alteredq 提交于
Not there yet completely, some things are still broken and code is pretty horrible but at least something starts to work.
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- 25 10月, 2012 7 次提交
- 23 10月, 2012 1 次提交
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由 alteredq 提交于
Added VTK and STL models to scene loader example. Added optional callback parameter to VTKLoader and STLLoader load to be compatible with other loaders. Work in progress. Not really sure how to best deal with different loaders using different APIs. We should unify them somehow. Still need to handle ColladaLoader, UTF8Loader and OBJMTLLoader, every one of them is different from the others.
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- 20 10月, 2012 3 次提交
- 18 10月, 2012 2 次提交
- 17 10月, 2012 2 次提交
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由 alteredq 提交于
For the moment just with material parameters which are exposed via UI.
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由 alteredq 提交于
Very much work-in-progress. This is going to take a while. Besides export being tedious by itself, I keep finding many things elsewhere in the codebase that need to be changed or fixed for something like this to work at all.
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- 15 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 11 10月, 2012 1 次提交
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由 alteredq 提交于
It seems ANGLE fix may not make it through to stable Chrome for a while: http://code.google.com/p/chromium/issues/detail?id=153105 Should revisit this when stable Chrome 23 comes out.
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- 07 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 05 10月, 2012 3 次提交
- 04 10月, 2012 1 次提交
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由 Mr.doob 提交于
The reasoning is because I see a lot of people asking for tweaks so the control X works on their project. The problem is that they can't just tweak the code because the controls is inside the lib. By having them outside they should be able to guess they can customise the file for their project. And yes, it also removes some bloat from the lib.
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- 03 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 02 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 01 10月, 2012 1 次提交
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由 Mr.doob 提交于
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- 29 9月, 2012 1 次提交
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由 Mr.doob 提交于
Naming suggestions welcome... Maybe *Importer and *Exporter instead of *Loader and *Saver?
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- 27 9月, 2012 1 次提交
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由 Mr.doob 提交于
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- 26 9月, 2012 2 次提交
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由 Mr.doob 提交于
Is not exactly the same beaviour. object.traverse also applied the callback to object. But I think it's better like this, because now we can do object.traverse( function ( node ) { node.visible = false } ) and it will also take care of the parent. However, if this creates any problem we can revert the behaviour. I also prefer this behaviour because the code is simpler/cleaner :P
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由 Mr.doob 提交于
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- 25 9月, 2012 3 次提交
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由 Mr.doob 提交于
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由 Mr.doob 提交于
Renamed screen shader to blit. Throwing errors in *Pass if the shader aren't available.
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由 Tapio Vierros 提交于
The following examples where broken on mrdoob.github.com and when viewed through a local python web server. file:// worked. webgl_loader_collada.html webgl_loader_collada_keyframe.html webgl_loader_json_blender.html
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- 24 9月, 2012 1 次提交
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由 Mr.doob 提交于
@alteredq: I think ShaderExtras.js is starting to become bulky and messy... What do you think about splitting ShaderExtras into single files? Contributing new shaders would then feel more welcoming. And the examples would show the dependencies clearer. I was unsure on what style use... THREE.WebGLShaders['film'], THREE.FilmWebGLShader or THREE.FilmShader. The later seemed the nicest
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- 22 9月, 2012 1 次提交
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由 alteredq 提交于
For the moment tried to keep it as dumb as possible: one string for define label, another string for define value. I'm not yet fully sure of all the details but that's something I wanted to do for a long time, to be able to have user-configurable way for baked-in parameters (for use cases like the convolution filter). See #2412
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- 20 9月, 2012 1 次提交
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由 alteredq 提交于
Fixes #2419
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