Age | Commit message (Collapse) | Author |
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This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.
Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
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This includes collision (2D SDF, Box, Sphere, Heightmap),
attraction (Box, Sphere), and all sorting modes.
This does not include 3D SDF collisions, trails, or
manual emission.
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Add 2D shadows and canvas SDF to OpenGL3 renderer
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This allows using texture_2d_get on all platforms which is needed for the get_image function
This commit also fixes some OpenGL warnings on the Web platform that came from attempting to map a buffer with zero length
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Add OpenGL timer queries to OpenGL3 backend
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This is an initial implementation based on the current RD implementation
Performance will improve later
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Prevent windows from having a size greater than device limit
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This is an initial implementation using the same single-pass approach as the RenderingDevice.
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This is useful for the visual debugger, printing FPS, and the in-editor FPS display
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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
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The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
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Split FOG
Split visibility notifier
Final cleanup of storage classes
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