alteredq 406063d588 Added breaking of mesh into chunks of max 64K vertices (done in materials sorting step). %!s(int64=15) %!d(string=hai) anos
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geometry 6f51ce7e8d * Trying to make the interaction stuff work... %!s(int64=15) %!d(string=hai) anos
js 6f51ce7e8d * Trying to make the interaction stuff work... %!s(int64=15) %!d(string=hai) anos
obj f32fc45541 Added WebGL version of pointlights example (including Walt's head mesh with vertex normals). %!s(int64=15) %!d(string=hai) anos
textures fbbb78446d - Shadow texture for Earth demo %!s(int64=15) %!d(string=hai) anos
camera_free.html 8ee8c9baf9 * three.js: Fixed terrain example (was still using Scene.add()) %!s(int64=15) %!d(string=hai) anos
camera_orthographic.html a919753328 * Clickresolver.js: Implemented blackpawn's point in triangle algos ( http://www.blackpawn.com/texts/pointinpoly/default.html ). Now works properly with Face3 too. %!s(int64=15) %!d(string=hai) anos
geometry_birds.html 647b4a57b8 * Added `PointLight` %!s(int64=15) %!d(string=hai) anos
geometry_cube.html 7464f5ff97 * MeshBitmapUVMappingMaterial -> MeshBitmapMaterial. Second param is mode, which is THREE.MeshBitmapMaterialMode.UVMAPPING by default. %!s(int64=15) %!d(string=hai) anos
geometry_earth.html 6f51ce7e8d * Trying to make the interaction stuff work... %!s(int64=15) %!d(string=hai) anos
geometry_terrain.html 8eb356db40 Now we just need to make sure geometry.computeCentroids() is called at the end of creating/modifying the geometry, otherwise things break... %!s(int64=15) %!d(string=hai) anos
geometry_vr.html 705a0ab687 updated examples to call scene.add instead of scene.addObject %!s(int64=15) %!d(string=hai) anos
hci_clickcube.html 1b1fb7affe * Code clean up (yuicompressor doesn't throw a single warning :D) and some reformating %!s(int64=15) %!d(string=hai) anos
interactive_spheres.html a919753328 * Clickresolver.js: Implemented blackpawn's point in triangle algos ( http://www.blackpawn.com/texts/pointinpoly/default.html ). Now works properly with Face3 too. %!s(int64=15) %!d(string=hai) anos
large_mesh_test.html 406063d588 Added breaking of mesh into chunks of max 64K vertices (done in materials sorting step). %!s(int64=15) %!d(string=hai) anos
lights_pointlights.html 98693605e8 * Added point lights example %!s(int64=15) %!d(string=hai) anos
lights_pointlights_gl.html f32fc45541 Added WebGL version of pointlights example (including Walt's head mesh with vertex normals). %!s(int64=15) %!d(string=hai) anos
lights_test.html a8ff77e1d4 Fixed ambient light computation in CanvasRenderer to get correct lighting when there is no ambient light specified in the scene. %!s(int64=15) %!d(string=hai) anos
lines_sphere.html 705a0ab687 updated examples to call scene.add instead of scene.addObject %!s(int64=15) %!d(string=hai) anos
lines_test.html 705a0ab687 updated examples to call scene.add instead of scene.addObject %!s(int64=15) %!d(string=hai) anos
materials_test.html c0d14df4a8 * Fixed examples that were still using scene.add() %!s(int64=15) %!d(string=hai) anos
materials_video.html 705a0ab687 updated examples to call scene.add instead of scene.addObject %!s(int64=15) %!d(string=hai) anos
obj_convert_test.html 1fae823482 Quick and dirty fix for OBJ converter demo: don't do backface culling to get back floor mesh that disappeared (turning it upside down gets ugly lighting). %!s(int64=15) %!d(string=hai) anos
particles_floor.html 705a0ab687 updated examples to call scene.add instead of scene.addObject %!s(int64=15) %!d(string=hai) anos
particles_random.html 705a0ab687 updated examples to call scene.add instead of scene.addObject %!s(int64=15) %!d(string=hai) anos
particles_waves.html 705a0ab687 updated examples to call scene.add instead of scene.addObject %!s(int64=15) %!d(string=hai) anos
shader_test.html b150a74755 Synced with mrdoob's branch. %!s(int64=15) %!d(string=hai) anos
test.html 8eb356db40 Now we just need to make sure geometry.computeCentroids() is called at the end of creating/modifying the geometry, otherwise things break... %!s(int64=15) %!d(string=hai) anos