Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-06-14 | Implement MultiMesh in 3D and flesh out MultiMesh functions | clayjohn | |
2022-05-25 | Implement 2D Meshes and MultiMeshes in GLES3 backend | clayjohn | |
2022-05-12 | Basic 3D rendering | clayjohn | |
2022-05-11 | SkyShaders working | clayjohn | |
2022-04-28 | Merge pull request #60503 from clayjohn/OPENGL-3D | Rémi Verschelde | |
2022-04-26 | Overhaul GLES3: Add basis for 3D renderer, overhaul materials and textures | clayjohn | |
2022-04-22 | Implement Label3D node. | bruvzg | |
Add "generate_mipmap" font import option. Add some missing features to the Sprite3D. Move BiDi override code from Control to TextServer. Add functions to access TextServer font cache textures. Add MSDF related flags and shader to the standard material. Change standard material cache to use HashMap instead of Vector. | |||
2022-03-18 | Rename several transform built-ins in shaders | Yuri Roubinsky | |
2022-01-11 | New OpenGL batching canvas renderer | clayjohn | |
2022-01-11 | WIP New GLES3 Shader Compiler | reduz | |
Uses versions and specializations (more similar to RenderingDevice version) | |||
2021-10-31 | Use OpenGL 3.3 core profile instead of compatibility profile | Clay John | |
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints. | |||
2020-02-13 | Remove obsolete GLES3 backend | Rémi Verschelde | |
Due to the port to Vulkan and complete redesign of the rendering backend, the `drivers/gles3` code is no longer usable in this state and is not planned to be ported to the new architecture. The GLES2 backend is kept (while still disabled and non-working) as it will eventually be ported to serve as the low-end renderer for Godot 4.0. Some GLES3 features might be selectively ported to the updated GLES2 backend if there's a need for them, and extensions we can use for that. So long, OpenGL driver bugs! | |||
2020-01-03 | Merge pull request #34551 from MadEqua/fix-light-with-skeleton | Rémi Verschelde | |
Fix 2D lighting when using skeleton. | |||
2020-01-01 | Fix wrong return type | Tritium Oxide | |
`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed: 0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float` caused by #34704 | |||
2020-01-01 | GLES3: Fix false positive in ninepatch axis stretch code | Rémi Verschelde | |
See #34704. | |||
2019-12-23 | Fix 2D lighting when using skeleton. | Bruno Lourenço | |
2019-12-10 | Add a default POINT_SIZE | clayjohn | |
2019-10-09 | Merge pull request #32170 from puthre/ninepatch-fix | Rémi Verschelde | |
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures. | |||
2019-10-07 | GLES3 Fixes for ninepatch margins when patch size is smaller than the patch ↵ | Valentin Zagura | |
texture resolution Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution. | |||
2019-09-06 | Create shadow_vec for altering shadow computation | azagaya | |
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used. | |||
2019-07-28 | update algorithm about paking float to vec4 to fix shadow shift and change ↵ | RaphaelHunter | |
rgba_shdow options | |||
2019-06-03 | added MultiMeshInstance2D node for using MultiMesh in 2D | clayjohn | |
2019-03-04 | fixed pixel snap precision artifact | clayjohn | |
2019-02-24 | Explicitly use floating point numbers in the our shaders | Hein-Pieter van Braam | |
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers. | |||
2019-02-21 | Revert back to ignoring LIGHT_VEC for 2D shadows | JFonS | |
2019-02-10 | Make LIGHT_VEC affect 2D shadows again | JFonS | |
2018-12-13 | fixed uv missing in vertex shader of canvas. | QbieShay | |
2018-11-28 | Fix style issues and signature mismatch | Rémi Verschelde | |
2018-11-27 | NORMALMAP was not working (no normal being used detected), fixes #9263 | Juan Linietsky | |
2018-11-13 | Make 2D particles work OOTB (again) | JFonS | |
2018-11-04 | Remove animation loop from ParticlesMaterial + improvements to CPUParticles2D | JFonS | |
Remove animation loop from ParticlesMaterial and move it to SpatialMaterial for 3D particles and Particles2D for the 2D case. Added animation to CPUParticles2D as well as the "Convert to CPUParticles2D" to the PAarticles2D menu. | |||
2018-10-02 | GLES2: Implement pixel snap 2D option | Rémi Verschelde | |
2018-09-18 | Fix lighting of rotated particles in 2D | JFonS | |
Custom instance transform was not taken into account for normal map calculation. Also renamed `extra_matrix2` to `extra_matrix_instance` for more clarity. | |||
2018-08-27 | Style: Enable clang-format on GLSL shaders | Rémi Verschelde | |
As of clang-format 6.0.1, putting the `/* clang-format off */` hint around our "invalid" `[vertex]` and `[shader]` statements isn't enough to prevent a bogus indent of the next comments and first valid statement, so we need to enclose that first valid statement in the unformatted chunk. | |||
2018-08-24 | Style: Fix code formatting in GLES3 shaders | Rémi Verschelde | |
2018-07-05 | Move light 2D rotation to vertex shader | JFonS | |
2018-07-04 | Fix regression of 2D light height | JFonS | |
2018-06-19 | Fix rotation of 2D lights | JFonS | |
2018-05-04 | Skeletal deform working | Juan Linietsky | |
2018-05-03 | Skeleton for 2D WIP | Juan Linietsky | |
2018-04-13 | Fixes canvas light shaders. | Pieter-Jan Briers | |
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think? | |||
2018-01-12 | Set correct types on a couple variables inside the canvas.glsl | MrCdK | |
2018-01-02 | Some fixes to improve precision and speed on Android. Fixes precision issues ↵ | Juan Linietsky | |
on Mali and PowerVR. | |||
2017-12-19 | Fix pixel snap not being used in 3.0 | Guilherme Silva | |
2017-11-12 | remove half_texpixel in canvas since no longer used | Juan Linietsky | |
2017-11-11 | Fixed a bug where clamp_uv was clamping one pixel short, stretching the last ↵ | Nathan Warden | |
pixels. | |||
2017-09-29 | Ability to set a custom FOV makes it possible to use sky on orthogonal view. ↵ | Juan Linietsky | |
Closes #9186 | |||
2017-09-06 | Fix frame selection in 2D particles, closes #10668 | Juan Linietsky | |
2017-09-04 | Don't compare float to int | Henrik Andersson | |
2017-09-01 | add shadow_filter variant PCF7 | letheed | |