Nathan Sweet
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286552b8fa
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[ts] Player, simplified config.mipmaps.
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2021-06-22 21:38:57 -04:00 |
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badlogic
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e60a60ccd5
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[ts][threejs] SkeletonMesh now takes an option SkeletonMeshMaterialParametersCustomizer function that allows you to modify the ShaderMaterialParameters before the material is finalized. Use it to modify things like THREEJS' Material.depthTest etc. See #1590.
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2020-01-11 14:08:58 +01:00 |
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badlogic
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b67bf992a0
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Single bone IK fix and license header update. Closes #1580, closes #1581.
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2019-12-20 12:20:46 +01:00 |
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badlogic
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154849484c
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[ts] Updated threejs backend to version r111. Closes #1560.
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2019-12-05 14:07:58 +01:00 |
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badlogic
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2b5e521c34
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[threejs] Closes #1412, added dispose() method to SkeletonMesh and required underlying code.
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2019-07-24 13:21:42 +02:00 |
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badlogic
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2dc619a76c
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[threejs] Don't mark buffer objects for an update if they are zero length. Fixes #1345.
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2019-05-15 17:15:36 +02:00 |
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badlogic
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7f7e5f0fec
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Updated license headers and LICENSE files.
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2019-05-02 11:38:19 +02:00 |
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badlogic
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fe9ae97747
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[ts][threejs] Fixed bug in core AssetManager when loading multi-page atlases. Rewrote THREE.JS renderer to support multi-page atlases. Fixed clipping in THREE.JS backend. Closes #1066, closes #677.
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2018-01-22 16:11:42 +01:00 |
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badlogic
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bd16d0fde8
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[ts][threejs] Implemented clipping.
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2017-04-13 10:45:25 +02:00 |
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NathanSweet
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c0fdc454a2
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Fixed inconsistent newlines.
License header was followed by \n\n and files ended with \n. Changed to \r\n.
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2016-10-15 23:45:16 +02:00 |
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NathanSweet
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7a18f0818c
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Every space in its place! (tm)
(whitespace clean up)
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2016-10-15 23:15:41 +02:00 |
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badlogic
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5aa27771c3
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[runtimes] Updated ALL sources to use latest Spine Runtimes License v2.5. Manually checked all the things...
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2016-10-13 15:12:05 +02:00 |
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badlogic
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28b97e4532
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[ts] Final touches to samples, removed underscore from private fields
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2016-08-19 14:10:30 +02:00 |
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badlogic
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4a657158ba
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[ts][threejs] Cleaned up example, added license headers, updated README.md
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2016-08-18 14:03:18 +02:00 |
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badlogic
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5b4af038b8
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[ts][threejs] Fixed THREE.JS integration, including z-offset against z-fighting. Tinting, blending modes and premultiplied alpha still to do.
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2016-08-18 12:33:29 +02:00 |
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