- 08 Oct, 2024 1 commit
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andrey authored
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- 26 Sep, 2024 5 commits
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Mr.doob authored
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feng authored
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Michael Herzog authored
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Michael Herzog authored
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sunag authored
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- 25 Sep, 2024 11 commits
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aardgoose authored
* enable/disable shadow * enable shadowmaps * enable more examples * and another one * Update Nodes.js --------- Co-authored-by:
aardgoose <angus.sawyer@email.com>
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sunag authored
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sunag authored
* VolumeNodeMaterial: simplify a little * cleanup * NodeBuilder: Introduce `addFlowCodeHierarchy()`
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sunag authored
* fix null reference using `getNodeType()` * add `sprite.center` check
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Eugene Hauptmann authored
leftovers after removing `PackedPhongMaterial ` https://github.com/mrdoob/three.js/pull/29382
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Michael Herzog authored
* ToonOutlineNode: Add FX pass for toon outlines. * ToonOutlinePassNode: Refactor code. * E2E: Update screenshot. * ToonOutlinePassNode: Clean up. * ToonOutlinePassNode: More clean up. * ToonOutlinePassNode: More clean up.
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Michael Herzog authored
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Michael Herzog authored
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WestLangley authored
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Christian Helgeson authored
* init * remove duplicated function
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sunag authored
* introduce numeric cache key * cleanup * cleanup * simplification * revision * rev * rev * cleanup
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- 24 Sep, 2024 4 commits
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Andrea Gargaro authored
* BatchedMesh: Add getGeometryRangeAt Co-authored-by:
Luigi Denora <luigidenora@users.noreply.github.com> * Fix eslint error Co-authored-by:
Luigi Denora <luigidenora@users.noreply.github.com> * Doc changed * Add optional target --------- Co-authored-by:
Luigi Denora <luigidenora@users.noreply.github.com>
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sunag authored
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WestLangley authored
* Transform normal with normal matrix * Transform normal with normal matrix
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Renaud Rohlinger authored
* WebGPURenderer: Reuse LightNode when available * cleanup
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- 23 Sep, 2024 7 commits
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Don McCurdy authored
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Don McCurdy authored
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aardgoose authored
Co-authored-by:
aardgoose <angus.sawyer@email.com>
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Renaud Rohlinger authored
* SpriteNodeMaterial: Add sizeAttenuation * Regenerate screenshot * revert mat4 mul with vec4(,1)? * revert * using let and toVar fixes the issue? * merge upstream/dev * revert screenshot * does reverting SpriteNode even fix? * revert fix * revert everything fix tsl galaxy? * checkout dev SpriteNodeMaterial.js... * smaller change test * convert scale to var * convert scale to var * simply adding toVar breaks tsl_galaxy? * fix multiple spritematerial with different center position * feedbacks * cleanup * feedbacks * cleanup * cleanup --------- Co-authored-by:
sunag <sunagbrasil@gmail.com>
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Michael Herzog authored
* Examples: Clean up. * E2E: Update screenshot.
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aardgoose authored
* curve mod * lint * update screenshot * use correct constant * use filtered texture --------- Co-authored-by:
aardgoose <angus.sawyer@email.com>
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sunag authored
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- 22 Sep, 2024 4 commits
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renovate[bot] authored
Co-authored-by:
renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
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renovate[bot] authored
Co-authored-by:
renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
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renovate[bot] authored
Co-authored-by:
renovate[bot] <29139614+renovate[bot]@users.noreply.github.com>
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sunag authored
* RenderObject: Added `getGeometryCacheKey()` * NodeMaterialObserver: Improve skinnedmesh and morph supports * cleanup
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- 21 Sep, 2024 8 commits
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Garrett Johnson authored
* CylinderGeometry: Don't add degenerate triangles * Change comparison
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Cody Bennett authored
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Michael Herzog authored
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Mugen87 authored
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Cody Bennett authored
* WebGLRenderer: add reverse-z via EXT_clip_control * WebGLRenderer: move conversion methods to utils
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Michael Herzog authored
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aardgoose authored
* lensflare example * fix depth * remove forceWebGL * rename * fix typo * follow original code * Update LensflareMesh.js --------- Co-authored-by:
aardgoose <angus.sawyer@email.com> Co-authored-by:
Michael Herzog <michael.herzog@human-interactive.org>
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Jordan Lane authored
* BatchedMesh: add `deleteInstance()` * BatchedMesh: prioritize reusing freed instance ids when adding instance
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