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path: root/drivers/gles3/rasterizer_gles3.h
AgeCommit message (Collapse)Author
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-10-02Moving lens distortion shader into drivers and adding GLES2 supportBastiaan Olij
2018-09-28-Lightmap and lightmap capture support for GLES2Juan Linietsky
-Added hint to not show some properties when running on low end gfx
2018-08-26Fall back to GLES2 if GLES3 is not workingHein-Pieter van Braam
This adds a static is_viable() method to all rasterizers which has to be called before initializing the rasterizer. This allows us to check what rasterizer to use in OS::initialize together with the GL context initialization. This commit also adds a new project setting "rendering/quality/driver/driver_fallback" which allows the creator of a project to specify whether or not fallback to GLES2 is allowed. This setting is ignored for the editor so the editor will always open even if the project itself cannot run. This will hopefully reduce confusion for users downloading projects from the internet. We also no longer crash when GLES3 is not functioning on a platform. This fixes #15324
2018-06-05Rasterizers are now in sync with engineGustav 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
2018-01-05Add 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!
2017-11-25Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-08-Made visual server time affected by global time scale, closes #5583Juan Linietsky
-Restored time rollover in visual server
2017-05-17Removal of Image from Variant, converted to a Resource.Juan Linietsky
2017-04-09Restored (And auto-generated) splash imageJuan Linietsky
2017-04-08Add "Godot Engine contributors" copyright lineRémi Verschelde
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
2016-10-19Everything returning to normal in 3D, still a long way to goJuan Linietsky
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working