Releases: mrdoob/three.js
Releases · mrdoob/three.js
r30
(77.809 KB, gzip: 18.336 KB)
- Reflection and Refraction materials support in
WebGLRenderer(@alteredq) SmoothShadingsupport onCanvasRenderer/MeshLambertMaterialMeshShaderMaterialforWebGLRenderer(@alteredq)- Removed
RenderableFace4fromProjector/CanvasRenderer(maybe just temporary). - Added extras folder with
GeometryUtils,ImageUtils,SceneUtilsandShaderUtils(@alteredq & @mrdoob) - Blender 2.5x Slim now the default exporter (old exporter removed).
r29
r28
(62.802 KB)
Loaderclass allows load geometry asynchronously at runtime. (@alteredq)MeshPhongMaterialworking withWebGLRenderer. (@alteredq)- Support for huge objects. Max 500k polys and counting. (@alteredq)
Projector.unprojectVectorandRayclass to check intersections with faces (based on @mindlapse work)- Fixed
Projectorz-sorting (not as jumpy anymore). - Fixed Orthographic projection (was y-inverted).
- Hmmm.. lib file size starting to get too big...
r25
r18
r17
r16
r15
(32.440 KB)
- Using new object
UVinstead ofVector2where it should be used - Added
Mesh.flipSidedboolean (false by default) CanvasRendererwas handling UVs at 1,1 as bitmapWidth, bitmapHeight (instead of bitmapWidth - 1, bitmapHeight - 1)ParticleBitmapMaterial.offsetadded- Fixed gap when rendering
Face4withMeshBitmapUVMappingMaterial
r14
(32.144 KB)
- Refactored
CanvasRenderer(more duplicated code, but easier to handle) Face4now supportsMeshBitmapUVMappingMaterial- Changed order of
*StrokeMaterialparameters. Now it'scolor,opacity,lineWidth. BitmapUVMappingMaterial>MeshBitmapUVMappingMaterialColorFillMaterial>MeshColorFillMaterialColorStrokeMaterial>MeshColorStrokeMaterialFaceColorFillMaterial>MeshFaceColorFillMaterialFaceColorStrokeMaterial>MeshFaceColorStrokeMaterialColorStrokeMaterial>LineColorMaterialRectangle.instersectsreturned false with rectangles with 0px witdh or height
r13
(29.492 KB)
- Added
ParticleCircleMaterialandParticleBitmapMaterial Particlenow useParticleCircleMaterialinstead ofColorFillMaterialParticle.size>Particle.scale.xandParticle.scale.yParticle.rotation.zfor rotating the particleSVGRenderercurrently out of sync