- 24 Feb, 2012 2 commits
- 23 Feb, 2012 7 commits
- 21 Feb, 2012 5 commits
- 20 Feb, 2012 16 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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Mr.doob authored
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Mr.doob authored
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alteredq authored
Inverse mask effect stopped working as it depended on buggy stencil buffer being always turned on due to spelling error (which got fixed recently).
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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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kovleouf 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
Matrix4.lookAt(): y doesn't need to be normalized because it's a cross product of 2 normalized vectors
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Mr.doob authored
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Mr.doob authored
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- 17 Feb, 2012 2 commits
- 16 Feb, 2012 4 commits
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alteredq authored
Not sure it's really correct, it's kinda hard to tell. Also made stress test more fancy and heavy. It's interesting how antialiasing increases performance difference for more complex materials.
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alteredq authored
Also some shaders refactoring. Still todo: doubleSided handling for reflections / refractions.
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alteredq authored
As per discussion in #1324
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Mr.doob authored
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- 15 Feb, 2012 4 commits
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Mr.doob authored
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Mr.doob authored
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alteredq authored
This fixes geometry tessellation example (before TextGeometry by default was having UVs defined for just a subset of faces).
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Felix Jorkowski authored
Fixed: The DOMRenderer was not using the correct members from the result of the projectScene() function, which ended up meaning that no DOM elements were being updated at all.
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