- 31 Jan, 2012 4 commits
- 30 Jan, 2012 7 commits
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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
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alteredq authored
As per discussion in #1207
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alteredq authored
As per discussion in #1201
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alteredq authored
Shadow cascades should be now a bit more under control. Cascades can't be active together with multiple separate shadows, it's either one or the other. For this there is `renderer.shadowMapCascade` parameter. Made colored shadow frustum debug visibility toggleable via `renderer.shadowMapDebug` parameter. Fixed runaway globals in ShadowMapPlugin. Fixed missing Gyroscope dependency in WebGL lib build.
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- 29 Jan, 2012 1 commit
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Mr.doob authored
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- 28 Jan, 2012 1 commit
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alteredq authored
Work-in-progress. Don't merge, it's still very rough and full of debug things.
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- 27 Jan, 2012 4 commits
- 25 Jan, 2012 1 commit
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Mr.doob authored
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- 23 Jan, 2012 3 commits
- 22 Jan, 2012 2 commits
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Ryan Berdeen authored
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Mr.doob authored
Added a silly check on Object3D.add(). It's a quick check and it avoids enless recursivity making the browser silently hang.
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- 21 Jan, 2012 12 commits
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Mr.doob authored
Made shadow transparent (albeit doesn't go well with canvas_geometry_earth :/). Updated webgl_multiple_views example for the new IcosahedronGeometry.
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Mr.doob authored
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Mr.doob authored
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gman authored
Seemed like a few people around the net were looking for one
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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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alteredq authored
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alteredq authored
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alteredq authored
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alteredq authored
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- 20 Jan, 2012 5 commits
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Mr.doob authored
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alteredq authored
Not sure about this hardcoded epsilon thing for "isZero", also related strict equality check. Maybe these should be configurable somehow.
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alteredq authored
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Mr.doob authored
Now we can just do console.log(THREE.VERSION). Thanks for the suggestiong @chandlerprall!
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Mr.doob authored
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