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path: root/doc/classes/RenderingDevice.xml
AgeCommit message (Collapse)Author
2021-06-24Implement Framebuffer Subpass supportreduz
* Required for better optimizing mobile platforms * Will be used by the Vulkan mobile renderer.
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-08doc: Sync classref with current sourceRémi Verschelde
2021-01-28doc: Sync classref with current sourceRémi Verschelde
2021-01-04doc: Sync classref with current sourceRémi Verschelde
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-04-24doc: Fix parsing typed arrays in makerst.pyRémi Verschelde
`Type[]` typed arrays will link to `Type`, as it's likely the most interesting information for the user. And sync classref with current source.
2020-04-20Exposed RenderingDevice to script APIJuan Linietsky
Also added an easier way to load native GLSL shaders. Extras: Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload. Note: The precommit hooks are broken because they don't seem to support enums from one class being used in another. Feel free to fix this after merging this PR.
2020-02-12doc: Sync classref with current sourceRémi Verschelde
Lots of internal API changes and some docstrings were lost in the conversion. I manually salvaged many of them but for all the rendering-related ones, an additional pass is needed. Added missing enum bindings in BaseMaterial3D and VisualServer.