- 30 Aug, 2012 1 commit
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Mr.doob authored
Tweaked UTF8Loader while at it. Not sure what's this new Model() thing for...
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- 04 Jul, 2012 1 commit
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Mr.doob authored
Tomorrow Geometries and CanvasRenderer.
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- 26 Jun, 2012 1 commit
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Mr.doob authored
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- 16 Apr, 2012 1 commit
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Mr.doob authored
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- 14 Apr, 2012 1 commit
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Mr.doob authored
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- 13 Apr, 2012 1 commit
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Mr.doob authored
(Phewww!) I'm sure there are still things I missed...
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- 03 Mar, 2012 1 commit
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Mr.doob authored
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- 20 Feb, 2012 1 commit
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Mr.doob authored
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- 26 Dec, 2011 1 commit
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alteredq authored
Updated Closure compiler. Added more verbose compile warnings. Fixed all compile warnings. Started to fix runtime warnings in examples. For verbose compile warnings to be practical I had to add externs and disable some warnings manually (there were tons of complains about "global this" and "cannot instantiate non-constructor"). Other solution would be to annotate explicitly constructors all over the code base. (prompted by John Carmack's praise of static code analysis http://altdevblogaday.com/2011/12/24/static-code-analysis/)
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- 05 Dec, 2011 1 commit
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alteredq authored
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- 23 Oct, 2011 1 commit
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Mr.doob authored
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- 15 Oct, 2011 1 commit
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alteredq authored
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- 06 Oct, 2011 1 commit
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Mr.doob authored
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- 09 Sep, 2011 1 commit
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alteredq authored
Added renderer.getClearAlpha. Extended RenderPass to be able to use custom alpha clear. Fixed UVs in UTF8Loader.
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- 02 Sep, 2011 1 commit
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alteredq authored
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
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- 26 Aug, 2011 1 commit
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Mr.doob authored
extras/collada/dae.js > extras/loaders/ColladaLoader.js removed LoaderOld.js
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- 13 Aug, 2011 2 commits
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alteredq authored
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alteredq authored
Included corresponding compressor in "utils/exporters/utf8" (prebuilt exe for Windows plus slightly modified C++ source code). Use UTF8 format with caution, it is very neat but has quite a few limitations: - number of vertices < 65536 (this is after optimizations in compressor, input OBJ may have even less) - models must have normals and texture coordinates - texture coordinates must be only from <0,1> - no materials support yet - models are scaled and offset (copy numbers from compressor and use them as parameters in UTF8Loader.load() )
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