- 09 Sep, 2012 10 commits
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alteredq authored
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alteredq authored
Removed "_mesh" suffix in scene format for non-procedural geometries. Bumped up scene format version to 3.1. Updated Blender exporter and examples. See discussion here: https://github.com/alteredq/three.js/commit/718625cdb9b523f97f5923c0cdf543edda9a7bf1
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
_zoomStart = _zoomEnd; <-- grrr
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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- 08 Sep, 2012 2 commits
- 07 Sep, 2012 5 commits
- 06 Sep, 2012 4 commits
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Mr.doob authored
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alteredq authored
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alteredq authored
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alteredq authored
Still unsolved: how to pass custom parameters to such loaders. See discussion: https://github.com/alteredq/three.js/commit/5c43e9467c9d7ce9682d684f6a753a85449e58b2
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- 05 Sep, 2012 5 commits
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alteredq authored
Not really sure what would be the best way to deal with such external loader types dependencies.
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Mr.doob authored
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alteredq authored
Thanks to @jeromeetienne for finding this. Fixes #2381
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alteredq authored
Also extended example to show this.
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Jeremy Herrman authored
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- 04 Sep, 2012 14 commits
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Mr.doob authored
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alteredq authored
Transplanted hemisphere specular from Phong. Also had to go back to using varying for view position as computing it in the fragment shader wasn't really working :S
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Mr.doob authored
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Mr.doob authored
Will be handy for modifying the near/far later.
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alteredq authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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alteredq authored
This is all just guessing. Other people have only diffuse term for hemisphere lights, but there should be also some specular term, in real world shiny things are shiny no matter which light.
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Mr.doob authored
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alteredq authored
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Mr.doob authored
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alteredq authored
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alteredq authored
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