- 06 Oct, 2011 1 commit
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Mr.doob authored
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- 11 Sep, 2011 3 commits
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Mr.doob authored
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Justin Sermeno authored
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Justin Sermeno authored
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- 10 Sep, 2011 2 commits
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Mr.doob authored
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Justin Sermeno authored
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- 07 Sep, 2011 1 commit
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Mr.doob authored
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- 04 Sep, 2011 3 commits
- 03 Sep, 2011 9 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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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
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Mr.doob authored
`renderers/Projector.js` > `core/Projector.js` `extras/geometries/Curve.js` > `extras/core/Curve.js` `extras/geometries/CurvePath.js` > `extras/core/CurvePath.js` `extras/geometries/Path.j`s > `extras/core/Path.js` `extras/geometries/Shape.js` > `extras/core/Shape.js` `extras/geometries/TextPath.js` > `extras/core/TextPath.js`
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- 02 Sep, 2011 12 commits
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alteredq authored
I knew for loops iterating over properties were slower than numerical for loops but I didn't realize how bad it was. Gained about 10 fps in performance test, and that was for for loop iterating over single property. Also fixed broken examples with postprocessing.
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alteredq authored
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alteredq authored
Also tried to clean whitespace for ColladaLoader. This thing is so massive.
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alteredq 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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alteredq authored
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Mr.doob authored
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Mr.doob authored
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evan authored
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- 01 Sep, 2011 7 commits
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Mr.doob authored
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alteredq authored
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alteredq authored
Masking was real pain to get working with multiple render targets :/. Unfortunately this introduced dependencies on MaskPass.js and ShaderPass.js even for use cases that do not use masking. Bah, will need to figure out some better way for deployment.
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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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- 31 Aug, 2011 2 commits
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alteredq authored
Cause everywhere there are warnings about not writing to the same texture which is also being read. Curiously enough this didn't make problems so far (save for mysterious lines when doing "heat" effect in ro.me).
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alteredq authored
No need to use full-screen render targets for quarter-screen images (still keeping big one for geometry pass to emulate antialiasing). Also added check for existence of normalMatrix in shader when setting uniforms in WebGLRenderer. Null was being sent to GPU for materials that don't use normals (e.g particles).
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