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path: root/drivers/gles3/rasterizer_storage_gles3.cpp
AgeCommit message (Collapse)Author
2019-10-02Removed unnecessary shader error log messagesYuri Roubinsky
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-06fix gles3 shader uniform vec3 error, close #30930RaphaelHunter
2019-08-25Fix hint range step for integer in shadersYuri Roubinski
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-07Add some code changes/fixes proposed by Coverity and Clang Tidyqarmin
2019-07-28update algorithm about paking float to vec4 to fix shadow shift and change ↵RaphaelHunter
rgba_shdow options
2019-07-20Changed some code showed in LGTM and Coverageqarmin
2019-07-10Fix get_data layer argument when texture is TEXTURE_TYPE_2D_ARRAYszamq
2019-07-08Merge pull request #30407 from qarmin/small_fixessRémi Verschelde
Fixes minor issues found by static analyzer
2019-07-07Fixes minor issues found by static analyzerqarmin
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)
2019-07-01Merge pull request #29980 from Dentrax/directed-by-qarminRémi Verschelde
Fix some editor crashes
2019-07-01fix some crashesFurkan Türkal
2019-06-27Merge pull request #29941 from qarmin/redundant_code_and_othersRémi Verschelde
Remove redundant code, possible NULL pointers and others
2019-06-26Some code changed with Clang-Tidyqarmin
2019-06-24Merge pull request #29974 from clayjohn/particles_restartRémi Verschelde
Properly set emitting when particles restart
2019-06-21properly set emitting when particles restartclayjohn
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
2019-06-15Adding 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.
2019-06-09Fix invalid crash in mesh_add_surfaceqarmin
2019-06-01Merge pull request #24943 from aqnuep/issue-18201Rémi Verschelde
Mute errors on surface->index_array_len == 0 in the GLES3 renderer
2019-05-25fix radiance map settingsclayjohn
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-05-08Fix texture resource reload bugDaniel Rakos
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.
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-23Disable GI probe capturing lights with bake mode disabledDaniel Rakos
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.
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).
2019-04-07Merge pull request #27527 from BastiaanOlij/render_ext_targetRémi Verschelde
Add option to have viewport render into supplied texture (VR)
2019-04-06GLES3: Fix regression in particles buffer initializationRémi Verschelde
Bug introduced in #26343 where `(float *)` was mistakenly converted to `(uint8_t *)`, so we were getting `2` instead of `8`. Fixes #27705.
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-04-05Add Open Asset Import Library to Godot.K. S. Ernest (iFire) Lee
FBX support and MMD (pmx) support. Normals, Albedo, Metallic, and Roughness through Arnold 5 Materials for Maya FBX. Maya FBX Stingray PBS support. Importing FBX static meshes work. Importing FBX animations is a work in progress. Supports FBX 4 bone influence animations. Supports FBX blend shapes. MMDs do not have an associated animation import yet. Sponsored by IMVU Inc.
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.
2019-03-07Ensure ETC2 textures are ALSO compressed to Po2 when have mipmaps. Fixes #26733Juan Linietsky
2019-03-04Fix and restore text, material and mesh previewers.Juan Linietsky
2019-03-03Fixed TextureArray and Texture3D issuesDaniel Rakos
- Texture arrays and 3D textures weren't working previously due to an incorrect number of calls to glTexImage3D with incorrect level parameters. This change fixes that. - Fixed the incorrect calculation of the byte size of layered textures. - Added the layer count to the debugger info when viewing video memory usage.
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468
2019-03-01Clean up blend shape support in GLES2 and GLES3.Juan Linietsky
2019-02-25Several fixes to make GLES2 on HTML5 work much better.Juan Linietsky
Changed math class error reporting to be a bit less paranoid.
2019-02-22Properly update materials when adding surface, fixes #23790Juan 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
2019-02-13On mobile, check for float and half float frameuffers supported, fixes ↵Juan Linietsky
#25324, fixes #25325.
2019-01-27Fix polygon drawing on WebGL1Konrad Nowakowski
2019-01-27Properly get proxy texture size for canvas light, fixes #17067Juan Linietsky
2019-01-26Further fixes to avoid memory corruption, closes #25336Juan Linietsky
2019-01-24Revert "Fix errors on iOS"Juan Linietsky