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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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2019-07-29Merge pull request #30898 from clayjohn/max-lights-reflectionsRémi Verschelde
Add project setting for max lights and reflections in GLES3
2019-07-28add project setting for max lights and reflections in gles3clayjohn
2019-07-23Merge pull request #30764 from clayjohn/contact-shadowRémi Verschelde
Fix contact shadows appearing when shading casting is off
2019-07-22fix contact shadows appearing when shading casting is offclayjohn
2019-07-21Disable high-quality voxel cone tracing by defaultHugo Locurcio
This makes GIProbe significantly faster out of the box, at the cost of worse-looking GIProbe reflections. This closes #30727.
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-06Added release function to PoolVector::Access.Ibrahn Sahir
For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
2019-07-02Fix various memory leaks and errorsBojidar Marinov
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-20Merge pull request #29283 from qarmin/fix_some_always_same_valuesRémi Verschelde
Remove always true/false values
2019-06-20Fix always true/false valuesqarmin
2019-06-19Made constants fully upper case in camera serverBastiaan Olij
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-12Merge pull request #29306 from qarmin/small_code_fixesRémi Verschelde
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-06-03Small fixes to unrechable code, possibly overflows, using NULL pointersqarmin
2019-05-23fix no depth test and render_priority sortingclayjohn
2019-04-22Merge pull request #27673 from qarmin/small_fixesRémi Verschelde
Small fixes, mostly duplicated code
2019-04-09Style: Apply new changes from clang-format 8.0Rémi Verschelde
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).
2019-04-08Small fixes, mostly dupicated codeqarmin
2019-04-08Merge pull request #26839 from toasteater/fix/keep-linearRémi Verschelde
Respect keep_3d_linear when transparent_bg is on.
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-04-05Respect keep_3d_linear when transparent_bg is on.toasteater
When transparent_bg is on, or the render target is too small, Godot would skip postprocessing and disregard keep_3d_linear. This fixes #26817.
2019-04-02Enable warnings=extra on clang and GCC testers.marxin
And remove 2 warnings from warnings=extra.
2019-03-26Fixed handling of depth texture so it's resolved and bound when neededDaniel Rakos
- Cleaned up and improved the code determining when we need to use a depth prepass (previously it wasn't executed in certain cases even if it was needed) - Added code to prepare and bind the depth texture even when no depth prepass or MRTs (more precisely effect buffers) are used Fixes #25870, #25535, and #25387.
2019-03-11Undo #25557 (was not right anyway), fixes #26258Juan Linietsky
2019-03-03Also take dof blur in consideration for using MRTs, fixes #26236Juan Linietsky
2019-03-03Properly redraw if something animated is visibleJuan Linietsky
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-02-26Fix #26100 by casting to integer.marxin
2019-02-22Ensure that no depth test is used (specially in prepass) for objects that ↵Juan Linietsky
dont test or draw depth, fixes #25201
2019-02-21Many fixes regarding depth buffer clearing, closes #25994, closes #25975Juan Linietsky
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-13Remove all references to stencil, fixes problems on iOS.Juan Linietsky
2019-02-01Allow usage of depth texture when contact shadows are disabledKaadmY
2019-01-25Do not use depth prepass if effects are disabled, fixes #25267Juan Linietsky
2019-01-26Revert "Fix GLES3 error 502 on iOS"Bastiaan Olij
2019-01-25Ensure contact shadows are only used when lights use them.Juan Linietsky
2019-01-26Fix GLES3 error 502 on iOSBastiaan Olij
2019-01-24Revert "Fix errors on iOS"Juan Linietsky
2019-01-23Fix errors on iOSBastiaan Olij
2019-01-22Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132Juan Linietsky
2019-01-19Fix #19633 by proper store to &ubo_data.shadow_matrix[1234].marxin
It is not valid in C++ to store into shadow_matrix1[16] with shadow_matrix1[16 * j] (for j > 0). Even though there's a valid space in a struct after shadow_matrix1. Knowing that GCC performs aggressive optimizations that eventually lead to a wrong code. Code has been changed into union where one can either use shadow_matrix[4 * 16], or individual shadow_matrix1, shadow_matrix2, etc. GCC pragma is not needed any longer.
2019-01-19Fix excluding GCC pragmas from ClangRémi Verschelde
Why the heck does Clang define __GNUC__...
2019-01-19Only define GCC pragmas for GCCRémi Verschelde
2019-01-18Work around a GCC optimizer bug at -O3Hein-Pieter van Braam
This bug has been reported upstream, once it gets fixed we'll add some version guards to only disable this for specific GCC versions. This fixes #19633
2019-01-04Merge pull request #24568 from Shinryuuji/fix-wrong-texture-array-targetRémi Verschelde
Fix wrong default target for sampler2DArray
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-23Fix wrong default target for sampler2DArrayShinryuuji
2018-12-15Adding option to re-orient our skyBastiaan Olij