Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-12-08 | Merge pull request #69735 from clayjohn/Particles2D-sdf | Rémi Verschelde | |
Detect and report if 2D particles use the screen SDF | |||
2022-12-07 | Merge pull request #69733 from clayjohn/GLES3-skeleton-leak | Rémi Verschelde | |
Properly free Skeleton RID in RenderingServer.free() | |||
2022-12-07 | Detect and report if 2D particles use the screen SDF | clayjohn | |
This ensures that the SDF is updated even if not used in a canvas_item shader | |||
2022-12-07 | Properly free Skeleton RID in RenderingServer.free() | clayjohn | |
2022-12-06 | Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrix | Rémi Verschelde | |
Fix mobile renderer sky_transform operations | |||
2022-12-06 | Modified the mobile renderer to apply the sky_transform operations in the ↵ | Malcolm Nixon | |
same order as the forward_plus renderer. Update rasterizer_scene_gles3.cpp Apply sky_transform order fix to the gles3 renderer. | |||
2022-12-06 | Merge pull request #65035 from nathanfranke/fix-aabb-mesh | Rémi Verschelde | |
Fix AABB errors on meshes with bones on multiple surfaces | |||
2022-12-06 | Merge pull request #69634 from clayjohn/GLES3-spec | Rémi Verschelde | |
Clean up specialization constants in OpenGL scene renderer | |||
2022-12-06 | Merge pull request #69633 from clayjohn/GLES3-textures | Rémi Verschelde | |
Use internal texture name when setting texture uniform location in OpenGL renderer | |||
2022-12-06 | Merge pull request #69581 from dsnopek/openxr-opengl-flip-screen | Rémi Verschelde | |
[opengl] Don't flip render target when blitting it to screen if it wasn't rendered upside down | |||
2022-12-05 | Clean up specialization constants in OpenGL scene renderer | clayjohn | |
Also add support for disabling omni and spot lights when not used | |||
2022-12-05 | Use internal texture name when setting texture uniform location in OpenGL ↵ | clayjohn | |
renderer | |||
2022-12-05 | Merge pull request #69521 from clayjohn/GLES3-glsl | Rémi Verschelde | |
Expose emulated *Unorm4x8 glsl functions in non-android builds | |||
2022-12-04 | Exposure emulated *Unorm4x8 glsl functions in non-android builds | clayjohn | |
Originally these functions were exposed on all GLSL ES 300 devices. However, that causes a build error as Android devices expose the *Unorm4x8 functions despite them not being in the ES 300 spec | |||
2022-12-04 | fix aabb errors on meshes with bones on multiple surfaces | Nathan Franke | |
2022-12-04 | [opengl] Don't flip render target when blitting it to screen if it wasn't ↵ | David Snopek | |
rendered upside down | |||
2022-12-03 | Implement CAMERA_VISIBLE_LAYERS as built-in shader variable | NumbuhFour | |
2022-12-03 | Merge pull request #69522 from clayjohn/IBL-black-metal | Rémi Verschelde | |
Allow black metallic materials to reflect IBL | |||
2022-12-03 | Merge pull request #69514 from clayjohn/IBL-roughness | Rémi Verschelde | |
Properly remap roughness when reading from radiance map | |||
2022-12-02 | Allow black metallic materials to reflect IBL | clayjohn | |
2022-12-02 | Properly remap roughness when reading from radiance map | clayjohn | |
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3 | |||
2022-12-02 | Merge pull request #68870 from dsnopek/master-webxr-input | Rémi Verschelde | |
Get WebXR fully working in Godot 4! | |||
2022-12-01 | Get WebXR fully working in Godot 4! | David Snopek | |
2022-12-01 | Merge pull request #69325 from clayjohn/GLES3-skeletons | Rémi Verschelde | |
Add Skeletons and Blend Shapes to the OpenGL renderer | |||
2022-11-29 | Enable GLES3 on Android | clayjohn | |
Add necessary build flags and switch from using a GLES2 context to a GLES3 one. This also enables building for OpenXR Co-authored-by: m4gr3d <fhuyakou@gmail.com> Co-authored-by: dsnopek <dsnopek@gmail.com> | |||
2022-11-29 | Add Skeletons and Blend Shapes to the OpenGL renderer | clayjohn | |
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. | |||
2022-11-24 | Fix drawing of Mesh2D | clayjohn | |
The batch was being discarded if no instance buffer was present, but an instance buffer is only needed for MultiMesh and particles. | |||
2022-11-21 | Expose model_matrix in GLES3 scene fragment shader | clayjohn | |
2022-11-20 | Merge pull request #68830 from Ayush-singla27/issuebranch | Rémi Verschelde | |
fixed incorrect mesh normals in shaders | |||
2022-11-18 | Fix drawing of 2D skeletons in the RD renderer. | clayjohn | |
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated | |||
2022-11-19 | fixed incorrect mesh normals in shaders | Ayush Singla | |
2022-11-16 | GLES3 TextureStorage - add missing null checks | dzil123 | |
2022-11-15 | Merge pull request #68372 from Riteo/glad2 | Rémi Verschelde | |
Regenerate GL loader code with GLAD 2 | |||
2022-11-15 | Merge pull request #68426 from clayjohn/GLES3-particles | Rémi Verschelde | |
Add GPUParticles to the OpenGL3 renderer. | |||
2022-11-15 | Merge pull request #68628 from clayjohn/shadows | Rémi Verschelde | |
Implement is_animated and casts_shadows | |||
2022-11-14 | Add GPUParticles to the OpenGL3 renderer. | clayjohn | |
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. | |||
2022-11-14 | Regenerate GL loader code with GLAD 2 | Riteo | |
GLAD 1 creates unusable loaders for EGL, while the newly released GLAD 2 does not, so for consistency I thought that it would be a good idea to uniform things beforehand. While it had some API changes some renames were all that was needed and everything works like before, at least on the Wayland branch. I've kept the structure identical, although this new generator has quite a few hefty features, such as a single header mode. I've also added GLAD to `thirdparty/README.md`, but I haven't specified that in the commit title because it's a very small "fix". | |||
2022-11-14 | Remove redundant Variant-types initializations | Markus Sauermann | |
2022-11-14 | Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipeline | Rémi Verschelde | |
Use opaque rendering pipeline for alpha hash materials | |||
2022-11-13 | Implement is_animated and casts_shadows | clayjohn | |
This allows the renderer to correctly decide when to update shadow maps This PR also adds TIME to a few missing places | |||
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 | |||
2022-11-11 | Merge pull request #67374 from MrBlockers/fix-draw-primitive | Rémi Verschelde | |
Fix draw_primitive ignoring texture argument | |||
2022-11-09 | Merge pull request #68440 from clayjohn/redraw-TIME | Rémi Verschelde | |
Request redraw in OpenGL3 and mobile renderers when TIME used in shader | |||
2022-11-08 | Request redraw in OpenGL3 and mobile renderers when TIME used in shader | clayjohn | |
2022-11-08 | Add support for OpenGL to OpenXR | David Snopek | |
2022-11-04 | Fix pathological corner case in drawing tileset editor | clayjohn | |
Interleaving draw_rect calls with and without a texture forces every rect to have its own draw call. In this case it meant that there is a draw call for every single tile in the atlas. This change makes it so the renderer can batch draw calls which reduced the draw call count by a factor of 512 | |||
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 | |
2022-11-03 | Merge pull request #67770 from clayjohn/GLES3-flip_y | Rémi Verschelde | |
Remove depth correction in GLES3 renderer |