Age | Commit message (Collapse) | Author |
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Separate culling state management from material state in GLES2
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Issue introduced in #28796.
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Use highp precision in the gles2 fragment shader if available
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The use of different default precision values (highp in vertex; mediump
in fragment) for uniform variables caused the shader program to not link properly on some android
devices/emulators.
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Fix "no depth test" and render_priority sorting
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GLES2: Allow Viewports to render directly to screen
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Using codespell 1.15.0.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
doubleclick
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
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Added radiance when using clear color
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Fixes bug when setting projection matrix in shader GLES2
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Added MSAA to GLES2 backend
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Fix SHADOWS_DISABLED flag in GLES2
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If a non-imported texture resource file (e.g. DDS) gets updated the editor
doesn't reload it. The cause of the problem is two-fold:
First, the code of ImageTexture assumes that textures are always imported
from an image, but that's not the case for e.g. DDS. This change thus adds
code to issue a resource reload in case an image reload is not possible
(which is the case for non-imported texture resources).
Second, the code is filled with bogus calls to Image::get_image_data_size()
to determine the mipmap offset when that should be done using
Image::get_image_mipmap_offset(). Previous code literally passed the integer
mip level value to Image::get_image_data_size() where that actually expects
a boolean. Thus this part of the change might actually solve some other
issues as well.
To be pedantic, the texture_get_data() funciton of the rasterizer drivers is
still quite a mess, as it only ever returns the whole mipchain when
GLES_OVER_GL is set (practically only on desktop builds) but this change does
not attempt to resolve that.
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Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
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Disable GI probe capturing lights with bake mode disabled
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Fixed GLES2 transparency order
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Adds flag AMBIENT_LIGHT_DISABLED to GLES2
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Signed-off-by: Guilherme Souza <gdsdsilva@inf.ufpel.edu.br>
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The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
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Small fixes, mostly duplicated code
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Fixed bug in computing mip maps from screen texture
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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).
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Remove ContextGL
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Added GLES2 RenderStorage Info calculations.
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And remove 2 warnings from warnings=extra.
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Proper counting code has been added to update info struct.
Extra: Added the render_info_capture calculations.
Fixes: #27273
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Do NOT use "[vertex]" in a comment...
Kids, don't try to learn OpenGL on a production branch right before
a stable release.
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To avoid reintroducing bugs as I did in #26928 and #26932.
texture2DLodEXT and textureCubeLodEXT are only for the fragment shader with
https://www.khronos.org/registry/OpenGL/extensions/EXT/EXT_shader_texture_lod.txt
In the vertex shader, texture2DLod and textureCubeLod are built-in.
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This reverts commit f5f565e3e49eecde9ed3b05913747a50d54b7357.
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This reverts commit 8c2d38152fbf41ca9c8a8f9b381b8d271f7f54d3.
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These can't be done after any non-preprocessor token.
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GLES2: Ensure extension checks for texture2DLod
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In canvas.glsl and scene.glsl, we were using texel2DFetch from stdlib.glsl,
which uses texture2DLod. In both cases, the stdlib.glsl include came before
the define of texture2DLod.
Might fix issues for drivers that don't support GL_EXT_shader_texture_lod.
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