Age | Commit message (Collapse) | Author |
|
|
|
Fix error spam in the renderer when using GPUParticles3D
|
|
The flag INSTANCE_DATA_FLAG_MULTIMESH is used for both multimesh and particles instances, this commit adds a new INSTANCE_DATA_FLAG_PARTICLES flag to discriminate between them.
This flag will also be used in the future to properly support TAA in particles.
|
|
Fix/restore BackBufferCopy
|
|
|
|
|
|
Remove prefix canvas_data. as it isn't used in the internal canvasitem shader
|
|
This ensures that the buffers don't go out of sync.
|
|
Fix leaking of Mesh version and lod memory when freeing mesh in GLES3
|
|
everything else.
This ensures that the debanding does not scale with exposure or any other effect.
|
|
|
|
Instead of updating all viewports, then blitting all viewports
to the backbuffer, then swapping all buffers, we run through
all viewports and render, blit, and swap backbuffer before
going to the next viewport.
|
|
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
|
|
by PI
|
|
|
|
Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3
|
|
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.
|
|
Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
|
|
Using this command:
```
find -name "thirdparty" -prune -o -name "*.h" -exec sed -i {} -e '/return /! s/\t\([A-Za-z0-9_]* \*[A-Za-z0-9_]*\)\;/\t\1 = nullptr;/g' \;
```
And then reviewing the changes manually to discard the ones that don't
seem correct/safe/good (notably changes to `core` unions).
|
|
Also replace has_no_surface with has_surface
|
|
Vulkan and OpenGL rendering drivers).
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
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.
|
|
|
|
|
|
Also rename export name from "HTML5" to "Web".
|
|
|
|
Rename `str2var` to `str_to_var` and similar
|
|
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.
- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`
- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
|
|
|
|
|
|
Allow creating meshes without vertex positions
|
|
now be constructed from an index buffer alone
|
|
Add shader uniform hints for screen textures
|
|
|
|
Don't try to merge unused bone AABBs in the rendering server
|
|
|
|
|
|
|
|
comply with strict webGL drivers
|
|
filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.
In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
|
|
|
|
|
|
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.
|
|
|