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* ParametricBufferGeometry: Inital Commit * ParametricGeometry: cleanup * ParametricGeometry: Correct Format
This will unset the current rendertarget of the renderer if no rendertarget is specified to the render()-call.
They didn't produce correct eye translations in all cases (specifically standing scenes.) This reverted version may not be 100% accurate on future hardware (if the eyes have a rotation component, for example) but it's correct on all current WebVR implementations. That's better than blatantly wrong in some cases. Use of the WebVR-provided projection matricies has been left in, since that was working correctly.
* BufferSubdivisionModifier: cleanup * BufferSubdivisionModifier: More cleanup
The spec has been updated so that `requestPresent` can accept empty arrays for `leftBounds` and `rightBounds`. Though Chromium returns `null` for these properties by default, Firefox returns empty arrays, and there is a proposal to make those non-nullable. This patch should fix rendering for Firefox, which is currently broken. For reference: immersive-web/webxr#95 immersive-web/webxr#89
- Move computation from fragment shader to vertex shader wherever possible - Eliminate some dead shader code and comments - Fix spelling of "Rayleigh"
* dynamic uniforms are no longer * Add Object3d callback docs * tighten language a bit
* Add Light Pre-Pass Support to WebGLDeferredRenderer * Remove lightPrePass parameter from WebGLDeferredRenderer constructor
* Add attributes to EditorControls Add attributes to EditorControls to be able to change speed of controls * Changed attribute name factor to speed
* TubeBufferGeometry: Initial Commit * TubeBufferGeometry: Cleanup * webgl_geometry_extrude_splines: cleanup * TubeBufferGeometry: Changed FrenetFrames to private function * TubeBufferGeometry: Changed FrenetFrames function call
* Moved FrenetFrames calculation from TubeBufferGeometry to Curve * Curve: Clean up * ExtrudeGeometry: Removed reference to TubeGeometry
When using a mouse wheel to zoom in and out quickly, sometimes zoomCamera's factor can go negative. When that happens, _zoomStart.y never gets reset to 0, causing zooming to stop. The fix is to always update _zoomStart, but only update _eye when (factor != 1.0 && zoom > 0.0) .
That is how it should look like according to rollup plugin conventions: https://github.com/rollup/rollup/wiki/Plugins
* Add material option * Local clipIntersection * Updated Docs * improving global/local clipping interaction * intersection parameter update * intersection shader fix * removed commented code * remove comment
* Added computeFlatVertexNormals() * Compute face normals only when necessary
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