Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-10-27 | Merge pull request #66107 from devloglogan/ambient-light-disabled-fix | Clay John | |
Fix ambient_light_disabled render mode flag | |||
2022-10-21 | Add multiview to the opengl3 driver | David Snopek | |
2022-09-19 | enabled ambient_light_disabled render mode flag | Logan Lang | |
2022-09-12 | Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing ↵ | clayjohn | |
by PI | |||
2022-08-13 | Implement Octahedral on OpenGL3 | Omar El Sheikh | |
2022-08-08 | Merge pull request #62547 from clayjohn/ref_vec_pbr | Rémi Verschelde | |
2022-08-07 | Add a shadow opacity property to Light3D | Hugo Locurcio | |
This can be used to make shadows translucent for a specific light. The light distance fade system also uses this to smoothly fade the shadow when the light fade transition distance is greater than 0. | |||
2022-08-01 | Fix various bugs in GLES3 renderer that stopped it from running on web | clayjohn | |
2022-08-01 | Merge pull request #63587 from clayjohn/specular-occlusion | Rémi Verschelde | |
Treat specular less than 0.02 as occlusion | |||
2022-07-31 | Treat specular less than 0.02 as occlusion | clayjohn | |
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials | |||
2022-07-28 | Rename RenderingServer global shader uniform methods to be more explicit | Hugo Locurcio | |
The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference. | |||
2022-06-29 | Evaluate specular reflections using specular dominant direction instead of ↵ | clayjohn | |
assuming mirror reflections | |||
2022-06-14 | Implement MultiMesh in 3D and flesh out MultiMesh functions | clayjohn | |
2022-05-19 | Fix sky updating when DirectionalLight mode changed and shader compatibility ↵ | clayjohn | |
for certain drivers | |||
2022-05-16 | Add basic lighting to GLES3 renderer. | clayjohn | |
This includes all three light types and IBL, but does not include shadows or any form of GI | |||
2022-05-16 | Fix computation of screen_uv | Somnath Sarkar | |
2022-05-12 | Basic 3D rendering | clayjohn | |
2022-05-11 | SceneShader compiling | clayjohn | |
2022-03-18 | Rename several transform built-ins in shaders | Yuri Roubinsky | |
2022-02-22 | Use Filament specular models and parametrization | clayjohn | |
2022-01-11 | New OpenGL batching canvas renderer | clayjohn | |
2022-01-02 | Fix various typos | luz paz | |
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn` Update editor/import/resource_importer_layered_texture.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update doc/classes/TileSetScenesCollectionSource.xml Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/graph_edit.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/resources/animation.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Update scene/gui/rich_text_label.cpp Co-authored-by: Raul Santos <raulsntos@gmail.com> Revert previously committed change | |||
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! | |||
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
2019-12-29 | Use correct omni light attenuation | Winston | |
fixes godotengine/godot#34683 | |||
2019-12-21 | Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff | Rémi Verschelde | |
Fix GLES3 light cutoff. | |||
2019-12-21 | Fix GLES3 light cutoff. | Bruno Lourenço | |
2019-12-21 | Fix contact shadow when light is outside of viewport. | Bruno Lourenço | |
2019-12-10 | Add a default POINT_SIZE | clayjohn | |
2019-12-03 | Merge pull request #33836 from clayjohn/blinn-fix | Rémi Verschelde | |
Fix Specular Blinn function | |||
2019-11-29 | Disable shadow map sampling when shadows are not used in GLES3 | PouleyKetchoupp | |
Fixes #20742 | |||
2019-11-22 | Fix Specular Blinn function | clayjohn | |
2019-11-19 | Fix issues with environment mapping | clayjohn | |
2019-09-24 | Fix copyright headers and style issues | Rémi Verschelde | |
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-05-23 | Merge pull request #29031 from BastiaanOlij/alpha_shadow | Rémi Verschelde | |
Implement shadow to opacity | |||
2019-05-21 | Implement shadow to opacity | Bastiaan Olij | |
2019-05-19 | Scale environment lighting correctly in GLES3 | clayjohn | |
2019-05-14 | fix lighting bug introduced in clear color changes | clayjohn | |
2019-05-13 | added radiance when using clear color and fixed brdf | clayjohn | |
2019-03-03 | Skeletons can now choose between using local or world coords for processing, ↵ | Juan Linietsky | |
fixes #26468 | |||
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. | |||
2019-02-22 | Fix precision issue with skeletons, closes #26057, closes #26062 | Juan Linietsky | |
2019-01-21 | Cleanup after @reduz :) | Rémi Verschelde | |
Fixes #25172. | |||
2019-01-14 | Use GLES2 approach to vertex shading in GLES3, which has been more ↵ | Juan Linietsky | |
developed. Fixes #21852 | |||
2018-12-29 | Override GL_position | Bastiaan Olij | |
2018-12-21 | Fixed fragment shader compilation error on android (S0001: Cannot compare ↵ | PouleyKetchoupp | |
'float' with 'int') | |||
2018-12-11 | Merge pull request #23483 from clayjohn/fragment_camera_view | Rémi Verschelde | |
Make VIEW vector available in fragment shader | |||
2018-12-11 | make VIEW vector available in fragment | clayjohn | |