Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-01-23 | Remove unused method in RasterizerStorageGLES2 | Rémi Verschelde | |
Added in 4f4e46edd539b0c26a6b086aa19c303b10de66b1 but not used in the end. | |||
2019-01-22 | Implement unpacking for compressed vertex formats on GLES2 when not ↵ | Juan Linietsky | |
supported, fixes #22957 | |||
2019-01-22 | Do not use shadow cubemaps if depth write is not supported to avoid errors, ↵ | Juan Linietsky | |
closes #25219 | |||
2019-01-22 | Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 | Juan Linietsky | |
2019-01-22 | WebGL1 some changes | santouits | |
glRenderBufferStorage doesn't accept the _DEPTH_COMPONENT24_OES so I changed it to GL_DEPTH_COMPONENT16 https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/renderbufferStorage https://www.khronos.org/registry/webgl/extensions/rejected/OES_depth24/ Enabled ext_shader_texture_lod extension. I guess it does the same like the GL_ARB_shader_texture_lod extension, but in WebGL1 https://www.khronos.org/registry/webgl/extensions/EXT_shader_texture_lod/ And last WebGL1 doesn't allow indexes not constant, so I changed it into a loop reading this: https://stackoverflow.com/questions/19529690/index-expression-must-be-constant-webgl-glsl-error | |||
2019-01-21 | webgl1 doesn't like backslashes in #define | santouits | |
According to https://www.khronos.org/registry/OpenGL/specs/es/2.0/GLSL_ES_Specification_1.00.pdf , backslashes aren't necessary supported as line continuation characters in preprocessor directives | |||
2019-01-18 | Use 16 bit indices on phones that dont support 32, fixes #19797 | Juan Linietsky | |
2019-01-17 | Fix shader compile error line numbers starting at 0. | RedMser | |
2019-01-17 | Fixes to 2D lights, closes #24750 | Juan Linietsky | |
2019-01-16 | Ensure texture hints are obeyed, fixes #24875 | Juan Linietsky | |
2019-01-15 | GLES2: Fix typo in project setting | Rémi Verschelde | |
It used a different name than the equivalent GLES3 parameter. | |||
2019-01-14 | Implement black margins in GLES2, which was missing, fixes #24556 | Juan Linietsky | |
2019-01-14 | GLES2: Make Nvidia flicker workaround opt-in | Rémi 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. | |||
2019-01-14 | Was not properly re-setting light uniforms, fixes #24976 | Juan Linietsky | |
2019-01-14 | Do not use the workaround for desktop nvidia on mobile and html5. | Juan Linietsky | |
2019-01-11 | GLES2: Clarify why we exclude debug code on iOS | Rémi Verschelde | |
Supersedes and closes #24873. | |||
2019-01-07 | Fix background color rendering on GLES2 (linear should not be used) | Juan Linietsky | |
2019-01-06 | Change blend equation for canvasitems | Daeil Kim | |
2019-01-04 | Merge pull request #24539 from BastiaanOlij/override_gl_position | Rémi Verschelde | |
Override GL_position | |||
2019-01-02 | Fix negative size rectangle drawing | Marcin 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). | |||
2019-01-01 | Merge pull request #24687 from DavidSichma/draw-rect-rot | Rémi Verschelde | |
fix draw_rect rotation | |||
2019-01-01 | Update copyright statements to 2019 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2019-01-01 | Fix missing/malformed license headers | Rémi Verschelde | |
2018-12-31 | fix draw_rect rotation | David Sichma | |
2018-12-30 | Merge pull request #24661 from humblers/fix-unshaded-gles2 | Rémi Verschelde | |
Fix unshaded light mode on GLES2 | |||
2018-12-30 | Merge pull request #24653 from avril-gh/fixes-syntax-error-in-scene-glsl | Rémi Verschelde | |
fixes glsl syntax error | |||
2018-12-30 | Change unshaded logic to match with GLES3 | Daeil Kim | |
2018-12-29 | fixes glsl syntax error | Avril | |
2018-12-29 | Override GL_position | Bastiaan Olij | |
2018-12-29 | Fix texture type not being initialised | Bastiaan Olij | |
2018-12-27 | -Implented 2D Mesh support for GLES2 | Juan Linietsky | |
-Implemented 2D Skeleton deform for GLES2 -Implement Multimesh support for GLES2, closes #20524, closes #21839 | |||
2018-12-21 | GLES2: Define 'lowp' for OpenGL 2.1 | Rémi Verschelde | |
Precision qualifiers are only used on OpenGL ES 2.0 and 3.0, and while OpenGL 3.3 defines them for compatibility (but without practical effect), they're missing from OpenGL 2.1, so we define them to prevent compilation errors. Fixes #24521. | |||
2018-12-21 | Reverse RGBA shadow test on GLES2 | Juan Linietsky | |
2018-12-21 | Further GLES2 fixes | Juan Linietsky | |
2018-12-21 | Fixes to framebuffer formats for GLES2, closes #24518 | Juan Linietsky | |
2018-12-20 | Remove usage of VAO, which does not work in GLES2 | Juan Linietsky | |
2018-12-20 | Support lights and shadows in GLES2, fixes #21853 | Juan Linietsky | |
2018-12-20 | Style: Fix formatting in GLES2 shaders | Rémi Verschelde | |
2018-12-20 | fix gles2 spotlight problem | Gitea | |
2018-12-19 | Properly support light shaders in GLES2, fixes #21651 | Juan Linietsky | |
2018-12-18 | Change how rects are drawn (and also will help batching eventually), to ↵ | Juan Linietsky | |
workaround problem in #9913 | |||
2018-12-18 | Reduce considerably the cubemap sizes on sky, to better match GLES3, fixes ↵ | Juan Linietsky | |
#21551 | |||
2018-12-18 | Actually respect the low quality cubemap filter on mobile, should fix ↵ | Juan Linietsky | |
crashes on mobile for #21551 but not sure on intel. | |||
2018-12-16 | Merge pull request #24366 from BastiaanOlij/adjust_sky_orientation | Rémi Verschelde | |
Adding option to re-orient our sky | |||
2018-12-16 | Fix highp issue in lens shader on gles2 | Bastiaan Olij | |
2018-12-15 | Adding option to re-orient our sky | Bastiaan Olij | |
2018-12-12 | Merge pull request #24241 from Rubonnek/move-to-initializer-list | Rémi Verschelde | |
Moved member variables to initializer list | |||
2018-12-11 | Moved member variables to initializer list | Wilson E. Alvarez | |
2018-12-11 | Merge pull request #23483 from clayjohn/fragment_camera_view | Rémi Verschelde | |
Make VIEW vector available in fragment shader | |||
2018-12-11 | make VIEW vector available in fragment | clayjohn | |