summaryrefslogtreecommitdiff
path: root/drivers/gles2
AgeCommit message (Collapse)Author
2018-07-06Support for CPU based particles, which aids compatibility with OpenGL ES 2.0Juan Linietsky
2018-07-03Fix server build after 7fc23675Rémi Verschelde
2018-07-02Added ability for SSAO to affect AO textures tooJuan Linietsky
2018-06-13A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='nemerle
2018-05-31Style: Apply clang-format (5.0) to some missed filesRémi Verschelde
2018-05-18Fix UWP build after #14622.bruvzg
2018-05-08Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam
Experimental support for windows with per-pixel transparency.
2018-05-07Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky
Added partial texture update to VisualServer
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-04-29Added partial texture update to VisualServerMarc Gilleron
2018-04-08Merge pull request #17421 from Chaosus/fixshaderbugsJuan Linietsky
Fix few bugs in shader definitions
2018-04-07Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg
Windows).
2018-03-21s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson
2018-03-10Fix few bugs in shader definitionsChaosus
2018-03-05Add GL_ARB_framebuffer_object extension support check and ↵bruvzg
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
2018-03-02Merge pull request #17173 from karroffel/gles2-line-rendering-fixRémi Verschelde
fix GLES2 line rendering
2018-03-02fix GLES2 line renderingkarroffel
fixes #17147
2018-03-02GLES2 renderer support on macOS.bruvzg
2018-03-01add GLES 2 renderer for 2Dkarroffel
This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
2017-08-27Dead code tells no talesRémi Verschelde
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-21Removed unnecessary assignmentsWilson E. Alvarez
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-07-22Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson
2017-07-19-Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky
-Added system for feature overrides, it's pretty cool :)
2017-07-17-Reorganized all properties of project settings (Sorry, Again).Juan Linietsky
(Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-08Refactor 'treshold' to 'threshold'Poommetee Ketson
2017-07-05Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky
2017-06-17Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky
support in Sprite so far.
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-24Fix typos in source code using codespellRémi Verschelde
From https://github.com/lucasdemarchi/codespell
2017-03-05A Whole New World (clang-format edition)Rémi Verschelde
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
2017-02-21-renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky
modified files) -.pck and .zip exporting redone, seems to be working..
2017-02-16Correct hash behavior for floating point numbersHein-Pieter van Braam
This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
2017-01-16Style: Various fixes to play nice with clang-formatRémi Verschelde
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-15Merge pull request #7513 from djrm/compilation_fixRémi Verschelde
Matrix32 -> Transform2D
2017-01-14Style: Fix whole-line commented codeRémi Verschelde
They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
2017-01-13Matrix32 -> Transform2DDaniel J. Ramirez
2017-01-11Type renames:Juan Linietsky
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
2017-01-07Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky
renamed to PoolVector
2017-01-05-Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky
categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
2017-01-02Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde
Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
2017-01-01Welcome in 2017, dear changelog reader!Rémi Verschelde
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
2016-11-29Screen space reflection effectJuan Linietsky
2016-11-01style: Various other PEP8 fixes in Python filesRémi Verschelde
Done with `autopep8 --select=E7`, fixes: - E701 - Put colon-separated compound statement on separate lines. - E702 - Put semicolon-separated compound statement on separate lines. - E703 - Put semicolon-separated compound statement on separate lines. - E711 - Fix comparison with None. - E712 - Fix (trivial case of) comparison with boolean. - E713 - Fix (trivial case of) non-membership check. - E721 - Fix various deprecated code (via lib2to3).
2016-11-01style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde
Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.