Age | Commit message (Collapse) | Author | |
---|---|---|---|
2018-08-21 | BPTC support | elasota | |
2018-08-20 | Revert "Batch GLES2 draw calls" | Marcin Zawiejski | |
This reverts commit f55039b194bbbd8d797b667d67e5677fb429d356. The GLES2 batching seems to require more testing and tweaking in order to actually make the performance better on Android devices. It's been proved with #21184 that the current implementation has it's drawbacks therefore I suggest reverting the commit for now. | |||
2018-08-18 | Merge pull request #20965 from dragmz/gles2_batching | Thomas Herzog | |
Batch GLES2 draw calls | |||
2018-08-17 | Removed the lines forcing black screen on android GLES2 | dumitru.stama | |
2018-08-15 | [gles2] fix black bar artifacts | Thomas Herzog | |
2018-08-15 | Merge pull request #20941 from codingHahn/fix-normals-on-shader | Rémi Verschelde | |
Fix handling of normals that approach 1 | |||
2018-08-14 | Reduce verbosity for unsupported GLES2 bg modes | Marcin Zawiejski | |
2018-08-14 | Batch GLES2 draw calls | Marcin Zawiejski | |
Adds GLES2 draw calls batching for the same render list item that uses multiple rasterizer commands (e.g. Label node; a node with multiple GDScript draw_* calls). | |||
2018-08-13 | [gles2] added ImmediateGeometry rendering | Thomas Herzog | |
2018-08-12 | Fix handling of normals that approach 1 | Nick Hahn | |
2018-08-08 | Fix mat4 uniform writes | Marcin Zawiejski | |
2018-08-08 | Merge pull request #20805 from karroffel/gles2-misc-fixes | Thomas Herzog | |
unhacking some GLES2 code | |||
2018-08-08 | GLES2 refactors | Thomas Herzog | |
This commit unhacks some parts of the 3D rendering. Most notably: - possibility to use negative texture units (no longer weird manual index allocation for user samplers) - refactoring of light code, now sorts in a different way, should yield better performance - fixes a crash while saving (because of "Illegal instruction" execution) when using a decent compiler (clang, it's clang. Thanks GCC for not telling me about UB). | |||
2018-08-08 | Merge pull request #20681 from DavidSichma/master | Juan Linietsky | |
Keeping track of discard | |||
2018-08-07 | Tweak the default SpatialMaterial properties | Hugo Locurcio | |
Roughness is now set to 1 by default and albedo is now white, even on meshes that do not have any materials defined. This means there is no longer a visual difference between a mesh with no materials defined and a mesh with a default SpatialMaterial defined. | |||
2018-08-06 | Added proper import support for 3D and Array textures | Juan Linietsky | |
2018-08-06 | Merge pull request #20597 from karroffel/tex3d | Juan Linietsky | |
add 3D textures | |||
2018-08-04 | Fix uniform set for mat3 and mat4 | Marcin Zawiejski | |
2018-08-02 | Keeping track of discard | David Sichma | |
Shader compilation now keeps track of the discard key word. Previously only variables were monitored. But discard, which needs special treatment in some cases, went unnoticed by the compiler as discard is not a variable but a flow control. This commit adds monitoring for discard. | |||
2018-07-30 | add 3D textures | Thomas Herzog | |
2018-07-27 | add initial GLES2 3D renderer | karroffel | |
2018-07-26 | Reduce unnecessary COW on Vector by make writing explicit | Hein-Pieter van Braam | |
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case. | |||
2018-07-25 | Merge pull request #20448 from volzhs/duplicated-code | Rémi Verschelde | |
Remove duplicated codes | |||
2018-07-25 | Merge pull request #18368 from Gamblify/RasterizerEngineSync | Rémi Verschelde | |
sync rasterizers with engine | |||
2018-07-25 | Remove duplicated codes | volzhs | |
2018-07-23 | fix disappearing lines in visual script editor | Marcin Zawiejski | |
2018-07-22 | Merge pull request #20353 from dragmz/gles2_redundant | Rémi Verschelde | |
Remove redundant uniform set call | |||
2018-07-22 | remove redundant uniform set call | dragmz | |
2018-07-22 | initialize texture shrink to false by default | dragmz | |
2018-07-22 | Shader lang: Properly assign INSTANCE_ID to gl_InstanceID | Rémi Verschelde | |
Note that gl_InstanceID is not supported in OpenGL ES 2.0, so in the gles2 backend we assign it to 0. Also clean up some duplicates/commented out code. Fixes #20088. | |||
2018-07-18 | Style: Format code with clang-format 6.0.1 | Rémi Verschelde | |
2018-07-17 | Revert "Fix #19507 Not emitted particles affects performance" | Max Hilbrunner | |
2018-07-17 | Merge pull request #19764 from malbach/godot_malbach | Max Hilbrunner | |
Fix #19507 Not emitted particles affects performance | |||
2018-07-16 | Finally figured out how to implement AnimatedTexture properly. | Juan Linietsky | |
2018-07-12 | Merge pull request #19707 from toger5/fix_clipping_vflip | Max Hilbrunner | |
fix clipping with v_flip fixes: #18600 | |||
2018-07-06 | Support for CPU based particles, which aids compatibility with OpenGL ES 2.0 | Juan Linietsky | |
2018-07-03 | Fix server build after 7fc23675 | Rémi Verschelde | |
2018-07-02 | Added ability for SSAO to affect AO textures too | Juan Linietsky | |
2018-06-25 | Fix #19507 Not emitted particles affects performance | malbach | |
2018-06-16 | fix clipping with v_flip fixes: #2929 | toger5 | |
2018-06-13 | A typo in ShaderCompilerGLES2 constructor code '==' used instead of '=' | nemerle | |
2018-06-05 | Rasterizers are now in sync with engine | Gustav Lund | |
The rasterisers (both GLES3 and GLES2) were calculating their own frame delta time This fix lets the rasterizers get the frame delta through the draw call That way any regulations to the frame step from the main script will not cause particle systems to process at a different step than the rest of the Engine. Remove unused rasterizer storage variable frame.prev_tick variable were not used anywhere and has been removed | |||
2018-05-31 | Style: Apply clang-format (5.0) to some missed files | Rémi Verschelde | |
2018-05-18 | Fix UWP build after #14622. | bruvzg | |
2018-05-08 | Merge pull request #14622 from bruvzg/non-rectangular-windows | Hein-Pieter van Braam | |
Experimental support for windows with per-pixel transparency. | |||
2018-05-07 | Merge pull request #18495 from Zylann/partial_texture_update | Juan Linietsky | |
Added partial texture update to VisualServer | |||
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-04-29 | Added partial texture update to VisualServer | Marc Gilleron | |
2018-04-08 | Merge pull request #17421 from Chaosus/fixshaderbugs | Juan Linietsky | |
Fix few bugs in shader definitions | |||
2018-04-07 | Experimental support for windows with per-pixel transparency (macOS, X11 and ↵ | bruvzg | |
Windows). |