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path: root/drivers/gles2/rasterizer_canvas_gles2.cpp
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2019-12-11Flip cull mode when rendering flipped Light2D and LightOccluder2DBojidar Marinov
Fixes #32993
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-20Merge pull request #33583 from qarmin/fix_overflows_unitializedRémi Verschelde
Fix some overflows and unitialized variables
2019-11-20Fix some overflows and unitialized variablesRafał Mikrut
2019-11-11Improve glBufferSubData usage where safeclayjohn
2019-11-07Partial revert of #32657, undoing line shifting by 0.5Rémi Verschelde
As discussed in #32657, this can't be done here as lines can be used with a canvas scale, and this breaks them. A suggestion is to do the pixel shifting at matrix level instead. Fixes #33393. Fixes #33421.
2019-10-26Merge pull request #32657 from ptrojahn/linesRémi Verschelde
Fix draw_rect
2019-10-11Fix draw_rectPaul Trojahn
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279
2019-09-17GLES2 Fixes for ninepatch margins when patch size is smaller than the patch ↵Valentin Zagura
texture resolution.. Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-10fix gles2 canvas shader uniform error,close #31201RaphaelHunter
2019-07-12Implement CanvasItem line antialiasing in GLES2Hugo Locurcio
This is a straight copy-paste of the code from `drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the same restrictions as the GLES3 implementation: it only works on desktop platforms as they use OpenGL instead of OpenGL ES.
2019-06-03added MultiMeshInstance2D node for using MultiMesh in 2Dclayjohn
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
2019-04-02Enable warnings=extra on clang and GCC testers.marxin
And remove 2 warnings from warnings=extra.
2019-03-03Properly redraw if something animated is visibleJuan Linietsky
2019-03-01Fix non initialized variable.Juan Linietsky
2019-02-27Fix -Wsign-compare warnings.marxin
I decided to modify code in a defensive way. Ideally functions like size() or length() should return an unsigned type.
2019-02-25Several fixes to make GLES2 on HTML5 work much better.Juan Linietsky
Changed math class error reporting to be a bit less paranoid.
2019-02-24Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵Juan Linietsky
#25897 and many others
2019-02-22-Support DEPTH_TEXTURE in GLES2, fixes #25106Juan Linietsky
-Fix use of transparent framebuffers in GLES2 -Fix use of ambient color clearing in GLES2 when no environment exists.
2019-02-21Make alpha 1.0 when using texscreen, fixes #25850Juan Linietsky
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-12Fix infinite recursion in GLES2 _copy_texscreenRémi Verschelde
Bug introduced in 9430e68cf3013aaa0673a4dfff844324a9c1274a, likely a typo.
2019-02-12Support SCREEN_TEXTURE in GLES2, fixes #25405Juan Linietsky
2019-02-12Use UVs with the nvidia rendering hack, fixes #24563Juan Linietsky
2019-02-12Missing canvas end left mask turned on, fixes #25666Juan Linietsky
2019-01-27Use transparent framebuffer only when set to transparent, closes #21827Juan Linietsky
2019-01-24Makes screen texture work in GLES2 (2D for now), fixes #23604Juan Linietsky
2019-01-18Use 16 bit indices on phones that dont support 32, fixes #19797Juan Linietsky
2019-01-17Fixes to 2D lights, closes #24750Juan Linietsky
2019-01-16Ensure texture hints are obeyed, fixes #24875Juan Linietsky
2019-01-15GLES2: Fix typo in project settingRémi Verschelde
It used a different name than the equivalent GLES3 parameter.
2019-01-14Implement black margins in GLES2, which was missing, fixes #24556Juan Linietsky
2019-01-14GLES2: Make Nvidia flicker workaround opt-inRémi Verschelde
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
2019-01-14Was not properly re-setting light uniforms, fixes #24976Juan Linietsky
2019-01-14Do not use the workaround for desktop nvidia on mobile and html5.Juan Linietsky
2019-01-06Change blend equation for canvasitemsDaeil Kim
2019-01-02Fix negative size rectangle drawingMarcin Zawiejski
Fixes rectangle being drawn as it was a non-negative size in case it actually is. This can be observed e.g. when drawing a negative size selection rectangle (i.e. press mouse button and move cursor up and left).
2019-01-01Merge pull request #24687 from DavidSichma/draw-rect-rotRémi Verschelde
fix draw_rect rotation
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-31fix draw_rect rotationDavid Sichma
2018-12-30Change unshaded logic to match with GLES3Daeil Kim
2018-12-27-Implented 2D Mesh support for GLES2Juan Linietsky
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839
2018-12-20Remove usage of VAO, which does not work in GLES2Juan Linietsky
2018-12-20Support lights and shadows in GLES2, fixes #21853Juan Linietsky
2018-12-18Change how rects are drawn (and also will help batching eventually), to ↵Juan Linietsky
workaround problem in #9913
2018-10-24Add some limits on the Editor SettingsSuperwaitsum
2018-10-02GLES2: Implement pixel snap 2D optionRémi Verschelde