Releases: mrdoob/three.js
Releases · mrdoob/three.js
r16
r15
(32.440 KB)
- Using new object
UV
instead ofVector2
where it should be used - Added
Mesh.flipSided
boolean (false by default) CanvasRenderer
was handling UVs at 1,1 as bitmapWidth, bitmapHeight (instead of bitmapWidth - 1, bitmapHeight - 1)ParticleBitmapMaterial.offset
added- Fixed gap when rendering
Face4
withMeshBitmapUVMappingMaterial
r14
(32.144 KB)
- Refactored
CanvasRenderer
(more duplicated code, but easier to handle) Face4
now supportsMeshBitmapUVMappingMaterial
- Changed order of
*StrokeMaterial
parameters. Now it'scolor
,opacity
,lineWidth
. BitmapUVMappingMaterial
>MeshBitmapUVMappingMaterial
ColorFillMaterial
>MeshColorFillMaterial
ColorStrokeMaterial
>MeshColorStrokeMaterial
FaceColorFillMaterial
>MeshFaceColorFillMaterial
FaceColorStrokeMaterial
>MeshFaceColorStrokeMaterial
ColorStrokeMaterial
>LineColorMaterial
Rectangle.instersects
returned false with rectangles with 0px witdh or height
r13
(29.492 KB)
- Added
ParticleCircleMaterial
andParticleBitmapMaterial
Particle
now useParticleCircleMaterial
instead ofColorFillMaterial
Particle.size
>Particle.scale.x
andParticle.scale.y
Particle.rotation.z
for rotating the particleSVGRenderer
currently out of sync
r12
r11
r10
(23.959 KB)
- Changed Camera system. (Thx @supereggbert)
Object3D.overdraw = true
to enable CanvasRenderer screen space point expansion hack.
r9
r8
r7
(22.387 KB)
- Added Line Object.
- Workaround for WebKit not supporting rgba() in SVG yet.
- No need to call updateMatrix(). Use .autoUpdateMatrix = false if needed. (Thx @gregmax17).