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path: root/drivers/gles3/rasterizer_canvas_gles3.cpp
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2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-19Fix a rendering bug with screen_textureBojidar Marinov
2018-01-11Properly fix blend equations for both transparent and non transparent ↵Juan Linietsky
framebuffers. Closes #15047
2018-01-05Add missing copyright headers and fix formattingRémi Verschelde
Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
2018-01-01Update copyright statements to 2018Rémi Verschelde
Happy new year to the wonderful Godot community!
2017-12-26Fixed proper texture binding for sprite material, fixes #13987Juan Linietsky
2017-12-26Property apply shader parameters, even when materials are being reused, ↵Juan Linietsky
fixes #14012
2017-12-19Fix pixel snap not being used in 3.0Guilherme Silva
2017-12-16Don't glBindTexture() on viewports without effectsHein-Pieter van Braam
@reduz said there was another place that needed to be checked for a similar issue but I have to admit I didn't understand. This fixes #13337
2017-12-09-Ability to and unwrap lightmap coordinates on importJuan Linietsky
-Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
2017-12-04-Implemented Proxy Textures (needed to solve the problem with ViewportTexture)Juan Linietsky
-Properly use hierarchy to initialize resources local to scene (solves problem of GUI in 3D)
2017-11-25Made Vector::ptrw explicit for writing, compiler was sometimes using the ↵Juan Linietsky
wrong function, leading to unnecesary copy on writes and reduced performance.
2017-11-19Cleanup old references to GLES2 rendererRémi Verschelde
There are still some left in the Android Java code, even stuff to swap between GLES1 and GLES2 support from early Godot days... would be good to see some cleanup there too one day. The "graphics/api" option for Android exports is removed, as only GLES 3.0 is supported. It can be readded when GLES 2.0 support comes back. Fixes #13004.
2017-11-17Fix alpha dithering in viewports with TransparentBg=false and Usage=2D, ↵andrzej.buczynski
issue #11416
2017-09-12Merge pull request #10897 from themindoverall/fix_box_selectRémi Verschelde
Fix draw_rect when width or height < 0
2017-09-05Automatically redraw when shaders using TIME are visible, fixes #10554Juan Linietsky
2017-09-02Fix draw_rect when width or height < 0. Fixes #10849Chris Serino
2017-09-01add shadow_filter variant PCF7letheed
2017-08-31Merge pull request #10417 from bojidar-bg/x-fix-tilemap-transposeRémi Verschelde
Implement texture UV transpose in the gles3 renderer
2017-08-29Implement texture UV transpose in the gles3 rendererBojidar Marinov
Now tilemap rotations work again \o/
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-19Added polygon antialiasing, but it does not work on nvidia. Will have to try ↵Juan Linietsky
something else..
2017-08-07Restored black bars and custom images instead of black bars, closes #1571Juan Linietsky
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)
2017-06-30-Many fixes to VisualScript, fixed property names, etc.Juan Linietsky
-Added ability to set/get a field in GetSet, as well as assignment ops -Added a Select node -Fixed update bugs related to variable list and exported properties, closes #9458
2017-06-26-Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky
-Fixded BackBuffercopy object
2017-06-21-Moved NinePatch to shader, saves a ton of draw calls rendering UIJuan Linietsky
-Implemented missing stretch modes, now tile and tile fit work
2017-06-212D GPU Particles working..Juan Linietsky
2017-06-18Texture rect_region drawing now clamps UV to avoid bleeding. This avoids ↵Juan Linietsky
scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it.
2017-06-17Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky
support in Sprite so far.
2017-06-16TIME constant reverted to a single float, fixes #9123Juan Linietsky
2017-06-15Remove error spam on Intel, closes #8665Juan Linietsky
2017-06-14Fix _draw_polygon colors and uvsJuan Linietsky
2017-06-13-Fixed occluder rendering, closes #8560Juan Linietsky
-Ability to smooth out 2D shadow filters
2017-06-12Fixed _draw_polygon, should help fix other bugs..Juan Linietsky
2017-06-04renamed all Rect2.pos to Rect2.positionalexholly
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
2017-04-06New particle system, mostly working, some small features missing.Juan Linietsky
2017-03-30Fixed AtlasTexture being incorrectlyRobert Hernandez
Fixed StyleBoxTexture and NinePatchRect drawing the entire texture of an AtlasTexture.
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
2017-03-05Add a bunch of missing Godot headers in own filesRémi Verschelde
2017-02-28 Various fixes detected using PVS-Studio static analyzer.Thaer Razeq
- Add FIXME tags comments to some unfixed potential bugs - Remove some checks (always false: unsigned never < 0) - Fix some if statements based on reviews. - Bunch of missing `else` statements
2017-02-15-begin of export work, not done yetJuan Linietsky
-fixes to make scenes exported from godot 2.x work
2017-02-01Enable WebGL2 in web export, start fixing buildeska
Will not yet compile
2017-01-16Working on compile issues for iOSBastiaanOlij
2017-01-16Style: Fix statements ending with ';;'Rémi Verschelde
2017-01-15Merge pull request #7513 from djrm/compilation_fixRémi Verschelde
Matrix32 -> Transform2D