Age | Commit message (Collapse) | Author | |
---|---|---|---|
2019-11-03 | Merge pull request #33278 from clayjohn/GLES2-depth-format | Rémi Verschelde | |
Fix depth format on Android in GLES2 | |||
2019-11-02 | Fix depth format on Android in GLES2 | clayjohn | |
2019-11-02 | Removed switch operator from GLES2 shader back-end | Yuri Roubinsky | |
2019-10-30 | When framebuffer allocation fails for MSAA in GLES2 revert to normal without ↵ | clayjohn | |
ERR_FAIL | |||
2019-10-28 | Merge pull request #33104 from qarmin/fix_some_crashes | Rémi Verschelde | |
Fix some crashes and using null pointers | |||
2019-10-28 | Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit | Rémi Verschelde | |
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit | |||
2019-10-28 | Fix some crashes and using null pointers | Rafał Mikrut | |
2019-10-27 | Fixed using compressed textures and add work around for firefox webgl mesa ↵ | clayjohn | |
sampler limit | |||
2019-10-27 | use proper texture in Android MSAA | clayjohn | |
2019-10-26 | Merge pull request #32657 from ptrojahn/lines | Rémi Verschelde | |
Fix draw_rect | |||
2019-10-26 | Merge pull request #33093 from clayjohn/GLES2-HTML-shadows | Rémi Verschelde | |
Fix shadow mapping with RGBA textures on html | |||
2019-10-26 | Fix shadow mapping with RGBA textures on html | clayjohn | |
2019-10-25 | WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap | Rémi Verschelde | |
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT) textures in their specification, the situation seems to be less clear about *compressed* NPOT textures using repeat or mipmap flags. At least Chrome on Linux doesn't seem to support this combination, and a variety of mobile hardware have similar limitations. As a workaround, we force decompressing such textures when running on WebGL 2.0, at the cost of loading time and memory usage. Fixes #33058. | |||
2019-10-11 | Fix draw_rect | Paul 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 | |||
2019-10-09 | Merge pull request #32170 from puthre/ninepatch-fix | Rémi Verschelde | |
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures. | |||
2019-10-07 | Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode | Rémi Verschelde | |
Add canvas background mode to GLES2 | |||
2019-10-06 | add canvas background mode to GLES2 | clayjohn | |
2019-10-06 | fix current issues with post-processing | clayjohn | |
2019-10-03 | Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash | Rémi Verschelde | |
Remove glViewport call as it wasnt needed and caused crash GLES2 | |||
2019-10-03 | Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash | Rémi Verschelde | |
Fix reflection probe crash in GLES2 with post-processing | |||
2019-10-02 | remove glViewport call as it wasnt needed and caused crash | clayjohn | |
2019-10-02 | Fix reflection probe crash in GLES2 with post-processing | clayjohn | |
2019-10-02 | Removed unnecessary shader error log messages | Yuri Roubinsky | |
2019-10-01 | updated defaults and documentation for GLES2 glow | clayjohn | |
2019-09-30 | Implement DOF blur, Glow, and BCS in GLES2 | clayjohn | |
2019-09-24 | Fix copyright headers and style issues | Rémi Verschelde | |
2019-09-23 | Merge pull request #32275 from godotengine/skin_support | Rémi Verschelde | |
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes | |||
2019-09-22 | Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2 | Rémi Verschelde | |
fix gles2 broken panorama sky on oculus quest | |||
2019-09-22 | fix gles2 broken panorama sky on oculus quest | Holger Dammertz | |
This fixes an issue that was fixed for gles3 in #31419 but not applied to gles2. The fix consists of using a constant scale for cube_normal of -1.0 instead of -1000000. It results in broken panorama rendering on the oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29) | |||
2019-09-22 | Fix GLES2 skinning where VERTEX_TEXTURE not supported | lawnjelly | |
Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features. | |||
2019-09-19 | Merge pull request #31202 from azagaya/light-data | Rémi Verschelde | |
Create shadow_vec for altering shadow computation | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-17 | GLES2 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. | |||
2019-09-14 | Implement shader array support for varyings | Chaosus | |
2019-09-06 | Create shadow_vec for altering shadow computation | azagaya | |
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used. | |||
2019-08-29 | Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2 | Rémi Verschelde | |
Fix skip_vertex_transform bug in GLES2 CPUParticles | |||
2019-08-28 | Fix skip_vertex_transform bug in GLES2 CPUParticles | clayjohn | |
2019-08-26 | Merge pull request #31556 from Chaosus/gles2_inverse | Rémi Verschelde | |
Implemented inverse shader function to GLES2 | |||
2019-08-25 | Fix hint range step for integer in shaders | Yuri Roubinski | |
2019-08-23 | Implements switch to shaders | Yuri Roubinski | |
2019-08-22 | Implemented inverse shader function to GLES2 | Yuri Roubinski | |
2019-08-19 | Merge pull request #31473 from Chaosus/shader_bug | Rémi Verschelde | |
Fix ternary operator shader compiler expression | |||
2019-08-19 | Fix ternary operator shader compiler expression | Yuri Roubinski | |
2019-08-18 | check if skeleton texture is already allocated before reallocating | clayjohn | |
2019-08-17 | Replace '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?) | |||
2019-08-13 | Implemented do/while loops for shaders | Yuri Roubinski | |
2019-08-12 | Merge pull request #31271 from raphael10241024/gles2_shader | Rémi Verschelde | |
Fix GLES2 canvas shader uniform error | |||
2019-08-10 | check for unsigned_short support for gles2 depth buffer allocation | clayjohn | |
2019-08-10 | fix gles2 canvas shader uniform error,close #31201 | RaphaelHunter | |
2019-08-08 | Merge pull request #30714 from Calinou/invert-default-fog-height | Rémi Verschelde | |
Invert and adjust the default fog height values |