Commit History

Author SHA1 Message Date
  astrodud 6a5ad65104 created _m33 class member (moved out of Matrix4) and modified THREE.Matrix4.makeInvert3x3() call accordingly, as with WebGLRenderer 14 years ago
  alteredq 8a26198b41 Updated also WebGLRenderer2 to show quads in wireframe. 14 years ago
  Szymon Nowak 5c8a089669 Fixed implied globals and added few missing semicolons 14 years ago
  Mr.doob e46346c9ba Cleaned up CanvasRenderer/MeshDepthMaterial code. 14 years ago
  Mr.doob 0c3e69ccda WebGLRenderer2: Added env_map (SphericalReflectionMapping). 14 years ago
  Mr.doob fbf26158fb `Fog( color, density )` → `Fog( color, near, far )` 14 years ago
  Mr.doob bffdc03cf1 `*.material`→ `*.materials` 14 years ago
  Mr.doob 309fffe98f Added fog parameter (boolean, true by default) to common materials. 14 years ago
  Mr.doob f2b21b5bf1 WebGLRenderer2: Added antialias parameter to constructor. Removed `if` from shader, using `fog *` instead. 14 years ago
  Mr.doob 93d5529872 Added Terrain + Fog demo. 14 years ago
  Mr.doob b7c78635cf Added Fog to WebGLRenderer2. 14 years ago
  Mr.doob 17c1349d55 Starting to prepare stuff for adding Fog. Having Fog.js inside /scenes doesn't sound right, but I guess it can be there for now... 14 years ago
  Mr.doob 1d8fae82eb Added MeshDepthMaterial to WebGLRenderer2. 14 years ago
  Mr.doob 5e2c480b89 Implemented Frustum checking to `Projector::projectObjects` (thanks errynp) 14 years ago
  Mr.doob c13377d736 Added crappy grass WebGL example. 14 years ago
  Mr.doob a648315604 WebGLRenderer2 finally handles big geometries ^^ 14 years ago
  Mr.doob fca3aec67d Fixed `Projector::projectObjects`. 14 years ago
  Mr.doob 3b54cf7918 Projector now checks for object.visible before projecting (alteredq: better late than never :P) 14 years ago
  Mr.doob f50f42dde1 Commented out `Mesh::normalizeUVs`. Needs to be handled in the CanvasRenderer directly. 14 years ago
  Mr.doob 4225330065 WebGLRenderer2: 14 years ago
  Mr.doob 8d2096c7bd WebGLRendere2: 14 years ago
  Mr.doob 3af0b0fd16 WebGLRenderer2: 14 years ago
  Mr.doob b84bca3bb0 WebGLRenderer optimisation: flattening camera matrices just once per render, it was doing it once per object before. 14 years ago