Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
Uses versions and specializations (more similar to RenderingDevice version)
|
|
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
|
|
- 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.
|
|
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!
|
|
|
|
GLES3: Slight optimization to irradiance compute
|
|
All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
|
|
|
|
|
|
Fix 2D lighting when using skeleton.
|
|
`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
|
|
See #34704.
|
|
fixes godotengine/godot#34683
|
|
|
|
Fix GLES3 light cutoff.
|
|
|
|
|
|
|
|
Fix Specular Blinn function
|
|
Fixes #20742
|
|
|
|
|
|
|
|
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
|
|
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.
|
|
|
|
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
|
|
Create shadow_vec for altering shadow computation
|
|
|
|
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.
|
|
Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range
in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in
floating point texture targets (via Viewport) for further processing or saving high
dynamic range data into files. This only works when no color conversion is active.
|
|
this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards.
Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
|
|
rgba_shdow options
|
|
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.
|
|
|
|
Improve SSAO performance and quality
|
|
This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.
This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
|
|
|
|
Implement shadow to opacity
|
|
|
|
|
|
|
|
Added radiance when using clear color
|
|
|
|
|
|
Fixed pixel snap precision artifact
|
|
|