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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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2017-11-09Remove get_default_video_mode definition on OSX/iOSRémi Verschelde
It had been missed in d09160a8b67fdc60e8108962c4e9bd4c0bc7f13e and broke compilation for those platforms. Took the opportunity to run clang-format on the code base to fix some corner cases that went through our static tests/were overlooked recently.
2017-10-30Merge pull request #12288 from tagcup/expose_viewport_sizeJuan Linietsky
Expose VIEWPORT_SIZE in shader language.
2017-10-26Expose VIEWPORT_SIZE in shader language.Ferenc Arn
Fixes #11710.
2017-10-22Many fixes to SSAO, should be good now.Juan Linietsky
2017-10-17Fix directional light specularHiroshi Ogawa
2017-10-11Merge pull request #11966 from BastiaanOlij/stereo_skyRémi Verschelde
Fix issues when rendering panoramic sky in stereoscopic
2017-10-11Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-faceGilles Roudiere
Fix front face definition
2017-10-10Fix issues when rendering panoramic sky in stereoscopicBastiaan Olij
2017-10-09Track LightInstance::shadow_atlases so that it will be freed properlyHiroshi Ogawa
2017-10-09Fix front face definitionHiroshi Ogawa
2017-10-02Fixed MSVC build issue introduced by commit ↵Indah Sylvia
c864b782c05f5e2833afd69a4c0dfc6fbcfc4b26
2017-10-01Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and ↵Juan Linietsky
multiplied lights by PI internally.
2017-09-30near and far are reserved for near and far pointers in MSVRBastiaan Olij
2017-09-29Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵Juan Linietsky
Closes #9186
2017-09-21Added proximity and distance fade to SpatialMaterialJuan Linietsky
2017-09-07Ability to use a sky for reflection together with a background color.Juan Linietsky
2017-09-07Fixed orthogonal projection in all effects and post processesJuan Linietsky
2017-09-07Several fixes to directional shadows, closes #10926Juan Linietsky
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-06Force redraw when HDR auto exposure is enable in all frames, fixes #10784Juan Linietsky
2017-09-05Merge pull request #10990 from MednauN/unshaded-fixRémi Verschelde
Fix unshaded materials render
2017-09-05Fix unshaded materials renderEvgeny Zuev
2017-09-05Automatically redraw when shaders using TIME are visible, fixes #10554Juan Linietsky
2017-09-04Fix opaque pre pass, closes #10472Juan Linietsky
2017-09-02Fix use of unitialized variablesHein-Pieter van Braam
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01Merge pull request #10846 from hpvb/fix-sign-compareRémi Verschelde
Fix signed and unsigned comparisons
2017-09-01Removed ontop property, added a material rendering priority system. Fixes ↵Juan Linietsky
#9935, closes #10135
2017-09-01Fix files headerPoommetee Ketson
2017-09-01Fix signed and unsigned comparisonsHein-Pieter van Braam
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-08-30Improved default directional shadow params, added bias split scale, closes #9828Juan Linietsky
2017-08-29-Fixed screen edge SSAO filter, fixes #9678Juan Linietsky
-Raised the SSAO limits, making the effect a lot more useful -Still pending to enable tresholding to avoid some hollow places
2017-08-27Use HTTPS URL for Godot's website in the headersRémi Verschelde
2017-08-25Fixed opaque unshaded materials, they go through the regular opaque render ↵Juan Linietsky
list, closes #9917
2017-08-22Invalid materials or shaders will now interrupt the next chain in materials, ↵Juan Linietsky
closes #9570
2017-08-21Several fixes to subsurface scattering. Closes #9530Juan Linietsky
2017-08-20Implemented missing opaque prepass render mode, fixes #9452Juan Linietsky
2017-08-19-Fix all shadow and culling related issues, fixes #9330Juan Linietsky
2017-08-17Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez
2017-08-16Synchronize parameter names in definition and declarationTwistedTwigleg
Fixes #10244.
2017-08-08-Restored Sprite3D to working function, fixes #2061, fixes #9738Juan Linietsky
-Restored an alpha scissor property in Material
2017-08-03Fix rendering of ImmediateGeometry with UVsHenrik Andersson
When using set_uv or any attrib except vertex, the geometry broke.
2017-08-03Make it possible to render ImmediateGeometryHenrik Andersson
Geometry for ImmediateGeometry was never added inside _fill_render_list.
2017-07-26Fixes to glow and auto exposure, closes #9797, closes #9106Juan Linietsky
2017-07-24Fix switching SRGB extension happen before binding of textureEvgeny Zuev
Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed before the call of `glBindTexture`, which caused modification of previously bound texture instead of desired one. Now it's changed after `glBindTexture`.
2017-07-22Several changes to better run in mobile.Juan Linietsky
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)
2017-07-15Many fixes to improve GI Probe qualityJuan Linietsky
2017-07-15-Fix for multiple reflection probes causing issues.Juan Linietsky
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15Lots of work on Audio & Physics engine:Juan Linietsky
-Added new 3D stream player node -Added ability for Area to capture sound from streams -Added small features in physics to be able to properly guess distance to areas for sound -Fixed 3D CollisionObject so shapes are added the same as in 2D, directly from children -Fixed KinematicBody API to make it the same as 2D.
2017-07-08Merge pull request #9564 from Noshyaar/pr-thresholdRémi Verschelde
Refactor 'treshold' to 'threshold'