Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-11-11 | Implement texture_proxy_update which is needed for AnimatedTexture | clayjohn | |
2022-11-11 | Merge pull request #68186 from pkdawson/expose-texture-rd | Rémi Verschelde | |
Expose texture_get_rd_texture for scripts | |||
2022-11-08 | Add support for OpenGL to OpenXR | David Snopek | |
2022-11-03 | Collapse three seperate texture storage methods into ↵ | David Snopek | |
render_target_set_override() | |||
2022-11-03 | Expose texture_get_rd_texture | Patrick Dawson | |
2022-11-02 | Merge pull request #67639 from clayjohn/GLES3-2d-shadows | Rémi Verschelde | |
Add 2D shadows and canvas SDF to OpenGL3 renderer | |||
2022-11-01 | Add texture reading code to OpenGL3 renderer for web and mobile | clayjohn | |
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 | |||
2022-10-31 | Merge pull request #67578 from KoBeWi/GEDITOR | Rémi Verschelde | |
Unify usage of GLOBAL/EDITOR_GET | |||
2022-10-31 | Merge pull request #67032 from clayjohn/GLES3-gpu-profiling | Rémi Verschelde | |
Add OpenGL timer queries to OpenGL3 backend | |||
2022-10-28 | Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances | Yuri Rubinsky | |
2022-10-28 | Add 2D shadows and canvas SDF to OpenGL3 renderer | clayjohn | |
This is an initial implementation based on the current RD implementation Performance will improve later | |||
2022-10-27 | Merge pull request #64710 from MinusKube/window-size-crash | Clay John | |
Prevent windows from having a size greater than device limit | |||
2022-10-26 | Fix EXE_BAD_ACCESS caused by optional argument | Gordon MacPherson | |
This argument is now non optional, but this never hits the same bad access. I voted to simplify the code here since the argument is never used optionally in our codebase. | |||
2022-10-23 | Merge pull request #65334 from dsnopek/opengl-multiview | Clay John | |
[opengl] Add multiview to the opengl3 driver | |||
2022-10-22 | implemented mesh_surface_update_x functions | keptsecret | |
2022-10-21 | Add multiview to the opengl3 driver | David Snopek | |
2022-10-18 | Unify usage of GLOBAL/EDITOR_GET | kobewi | |
2022-10-14 | Make some Image methods static | kobewi | |
2022-10-13 | Merge pull request #67335 from clayjohn/GLES3-2d-lights | Rémi Verschelde | |
Add 2D lights to OpenGL3 canvas renderer | |||
2022-10-12 | Add 2D lights to OpenGL3 canvas renderer | clayjohn | |
This is an initial implementation using the same single-pass approach as the RenderingDevice. | |||
2022-10-09 | Fix incorrect setup of boolean uniform instances | Yuri Rubinsky | |
2022-10-09 | Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty` | Yuri Rubinsky | |
2022-10-07 | Add OpenGL timer queries to OpenGL3 backend | clayjohn | |
This is useful for the visual debugger, printing FPS, and the in-editor FPS display | |||
2022-10-06 | Use a giant UBO to optimize performance in 2D | clayjohn | |
This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices. | |||
2022-10-05 | Merge pull request #66898 from aaronfranke/proj-mat-columns | Rémi Verschelde | |
Rename Projection `matrix` to `columns` | |||
2022-10-05 | Adding getters to RenderTarget and implementing override functionality for XR | Bastiaan Olij | |
2022-10-04 | Rename Projection `matrix` to `columns` | Aaron Franke | |
2022-10-04 | Merge pull request #65822 from BastiaanOlij/more_reorg_20220915 | Rémi Verschelde | |
Move cluster builder, sdfgi and gi structures to clustered renderer, and more | |||
2022-10-03 | Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer | clayjohn | |
2022-10-04 | Move cluster builder, sdfgi and gi structures to clustered renderer, move ↵ | Bastiaan Olij | |
light and probe elements into storage and reorganise our render_scene method. | |||
2022-09-30 | Merge pull request #66638 from timothyqiu/rendering-null | Rémi Verschelde | |
Add various null checks in RenderingServer | |||
2022-09-30 | Merge pull request #66626 from danboo/fix-typo-run-debug-collisons | Rémi Verschelde | |
Fix typos - "collison" -> "collision" | |||
2022-09-30 | Add various null checks in RenderingServer | Haoyu Qiu | |
2022-09-29 | Fix typo - "collison" -> "collision" | danboo | |
2022-09-28 | Clean up canvas light shader API. | clayjohn | |
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL. Add LIGHT_DIRECTION | |||
2022-09-19 | Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work | Tobias Widner | |
2022-09-14 | Fix canvasitem shader builtins when using GLES3 | clayjohn | |
Remove prefix canvas_data. as it isn't used in the internal canvasitem shader | |||
2022-09-13 | Merge pull request #65746 from clayjohn/GLES3-mem-leak | Rémi Verschelde | |
Fix leaking of Mesh version and lod memory when freeing mesh in GLES3 | |||
2022-09-13 | Move debanding into internal sky shader code so that it is applied after ↵ | clayjohn | |
everything else. This ensures that the debanding does not scale with exposure or any other effect. | |||
2022-09-13 | Fix leaking of Mesh version and lod memory when freeing mesh in GLES3 | clayjohn | |
2022-09-12 | Use proper color type for transparent render targets in GLES3 | clayjohn | |
2022-09-07 | Merge pull request #65016 from timothyqiu/skin-data | Rémi Verschelde | |
Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3 | |||
2022-09-06 | Fix rendering when using WebGL2. | clayjohn | |
Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size. | |||
2022-09-04 | Replace AABB has_no_volume with has_volume | Aaron Franke | |
Also replace has_no_surface with has_surface | |||
2022-09-04 | Prevent windows from having a size greater than device limit | MinusKube | |
2022-09-02 | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param | Rémi Verschelde | |
2022-09-01 | Extracting render buffers and changing it to a more generic solution | Bastiaan Olij | |
2022-09-01 | Rename `uniform` to `parameter` across the engine | Yuri Rubinsky | |
2022-08-31 | Implement Physical Light Units as an optional setting. | clayjohn | |
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. | |||
2022-08-30 | Add a per-light volumetric fog energy property | Hugo Locurcio | |
Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering. |