- 26 Feb, 2012 1 commit
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Mr.doob authored
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- 25 Feb, 2012 2 commits
- 24 Feb, 2012 2 commits
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alteredq authored
This adds Vector3.getRotationFromQuaternion and changes Object3D.applyMatrix to use Matrix4.decompose. Also added SceneUtils.attach / detach and cleaned up unused vector parameter in Geometry.applyMatrix.
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Mr.doob authored
Renamed Vector3.setRotationFromMatrix() to Vector3.getRotationFromMatrix(). Added Vector3.getScaleFromMatrix().
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- 21 Feb, 2012 3 commits
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alteredq authored
As usual, it's up to caller to cache the value if it's not used right away. Had to use Matrix4's internal matrix to avoid circular cross-dependency between Vector3 and Matrix4 (added extra internal matrix m3 for this not used anywhere in Matrix4 itself to minimize chances of messing up something).
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Mr.doob authored
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Mr.doob authored
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- 20 Feb, 2012 3 commits
- 15 Feb, 2012 2 commits
- 14 Feb, 2012 3 commits
- 13 Feb, 2012 4 commits
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Mr.doob authored
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Mr.doob authored
Is as it was before, but I implemented the event dispatching in a different way (checking the distance of the object position between frames). Also renamed the 'update' event to 'change'. controls.addEventListener( 'change', render ); Right now only misc_camera_trackball.html uses this.
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alteredq authored
At least till we don't have this solved somehow better I think we should keep the old one. New one makes everything using it feeling broken, it's distracting. Moved new event-driven `TrackballControls` into `TrackballControlsExperimental`. For the moment used just in "misc_camera_trackball.html" example.
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alteredq authored
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- 12 Feb, 2012 2 commits
- 09 Feb, 2012 1 commit
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alteredq authored
Seems horse model was wrong, it had one extra frame at the end (almost identical to the first frame), which caused our animation playback code to be incorrect in order to accommodate for this. Side-effect was that two frame animations were completely broken. Bah.
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- 08 Feb, 2012 1 commit
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Mr.doob authored
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- 06 Feb, 2012 1 commit
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alteredq authored
As per discussion in #1256
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- 04 Feb, 2012 2 commits
- 31 Jan, 2012 3 commits
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alteredq authored
Default computation of morph normals for all models with morphs was taking unnecessary time and memory. Also made it less resource intensive to recompute morph normals.
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alteredq authored
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alteredq authored
It seems to work, though not sure yet how to handle some things. Also for the moment it's implemented just for Lambert material.
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- 30 Jan, 2012 4 commits
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Mr.doob 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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- 27 Jan, 2012 1 commit
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alteredq authored
This should make it work with cameras having parents other than scene root.
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- 22 Jan, 2012 1 commit
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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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- 20 Jan, 2012 3 commits
- 19 Jan, 2012 1 commit
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Mr.doob authored
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