- 10 12月, 2018 1 次提交
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由 Don McCurdy 提交于
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- 08 12月, 2018 2 次提交
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由 Michael Herzog 提交于
Docs: Clean up
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由 Mugen87 提交于
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- 07 12月, 2018 9 次提交
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由 Mr.doob 提交于
MMDPhysics: Update bone position directly with the rigid body
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由 Mr.doob 提交于
MTLLoader support for emissive / emissiveMap
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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 Mr.doob 提交于
EditorControls: pass target for getCenter / getBoundingSphere
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由 Mr.doob 提交于
ShapeGeometry: Handle CW boundary with CW holes
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由 Mr.doob 提交于
SoftwareRenderer: Fully support BufferGeometry
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由 Mr.doob 提交于
Docs: Translation for zh-CN
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由 jgg3 提交于
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- 06 12月, 2018 17 次提交
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由 Michael Herzog 提交于
Docs: Clean up
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由 Mugen87 提交于
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由 Michael Herzog 提交于
Docs: Update SkinnedMesh page
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由 Mugen87 提交于
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由 Kevin Ngo 提交于
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由 卢浩鹏 提交于
Title translation may be over-translate. Just leave as is.
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由 卢浩鹏 提交于
Title translation may be over-translate. Just leave as is.
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由 卢浩鹏 提交于
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由 卢浩鹏 提交于
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由 卢浩鹏 提交于
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由 卢浩鹏 提交于
and also punctuation transformation
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由 卢浩鹏 提交于
One of the links contain Chinese parameter (the fiddle link, to be exact). It would break the link itself. And I changed much of those English punctuation to Chinese version for better experience.
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由 卢浩鹏 提交于
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由 Mr.doob 提交于
Examples: Moved RaytracingWorker to BufferGeometry.
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由 Mr.doob 提交于
Examples: Ensure geometries are disposed in webgl_loader_nrrd
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由 Mr.doob 提交于
GLTFExporter: Fix omitted wrapS/wrapT sampler modes.
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由 Don McCurdy 提交于
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- 05 12月, 2018 4 次提交
- 04 12月, 2018 5 次提交
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由 Pan Xinmiao 提交于
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由 Pan Xinmiao 提交于
we should not calculate the position of the bone with the instantaneous velocity of the rigid body . When the model moves faster, it will lead to the failure of the position constraint. It is better to update the bone position directly with the current position of the rigid body.
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由 James Baicoianu 提交于
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由 Mugen87 提交于
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由 Mugen87 提交于
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- 03 12月, 2018 2 次提交