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2018-05-27Merge pull request #19029 from BastiaanOlij/more_viewport_texture_fixesBastiaan Olij
Fixed generating radiance texture when using viewport texture for sky
2018-05-26Merge pull request #18884 from bojidar-bg/17698-screentex-bugMax Hilbrunner
Fix a corner-case bug in _copy_texscreen in the gles3 renderer
2018-05-19Fixed generating radiance texture when using viewport texture for skyBastiaan Olij
2018-05-18Fix UWP build after #14622.bruvzg
2018-05-18Fixes issue that a viewport texture doesn't work with particle shaderBastiaan Olij
2018-05-15Fix a corner-case bug in _copy_texscreen in the gles3 rendererBojidar Marinov
Fixes #17698
2018-05-08Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam
Experimental support for windows with per-pixel transparency.
2018-05-07Merge pull request #17845 from JFonS/disable_spatial_shadowsJuan Linietsky
Added flag on SpatialMaterial to disable shadows
2018-05-07Merge pull request #18159 from ShyRed/viewportskyJuan Linietsky
Fix binding of ViewportTexture to Sky
2018-05-07Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky
Added partial texture update to VisualServer
2018-05-07Merge pull request #18677 from BastiaanOlij/add_no_blendJuan Linietsky
Add no-blend canvas item render_mode
2018-05-07Add no-blend canvas item render_modeBastiaan Olij
2018-05-06Added option to viewport to keep linear colorBastiaan Olij
2018-05-04Skeletal deform workingJuan Linietsky
2018-05-03Skeleton for 2D WIPJuan Linietsky
2018-05-03Merge pull request #16359 from Noshyaar/convertRémi Verschelde
Particles: fix corrupted scene when saved after convert
2018-04-29Added partial texture update to VisualServerMarc Gilleron
2018-04-21Fixes logically dead code (Coverity)Crazy-P
Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
2018-04-13Fixes canvas light shaders.Pieter-Jan Briers
Fixes #16904 Restore more out functionality, fix built-ins. Requested changes, I think?
2018-04-12Fix binding of ViewportTexture to SkyShyRed
In order to the get the actual rendered image from a ViewportTexture the sky needs to access the proxy texture.
2018-04-08Merge pull request #16503 from Chaosus/particlesfixJuan Linietsky
Fix invalid particle movement when time_scale is zero
2018-04-07Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg
Windows).
2018-03-29Added flag on SpatialMaterial to disable shadowsJFonS
2018-03-26multiply blend mode fix for spatial materialsBen Hickling
2018-03-16Merge pull request #17130 from nical/issue-17050Hein-Pieter van Braam
Fix polyline rendering when width <= 1.
2018-03-13Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez
RasterizerGLES3
2018-03-05Add GL_ARB_framebuffer_object extension support check and ↵bruvzg
GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
2018-02-28Use GL_LINE_STRIP instead of GL_LINES when drawing polylines.Nicolas Silva
2018-02-24Particles: fix corrupted scene when saved after convert (2nd try)Poommetee Ketson
2018-02-22Fix error spam when using PanoramaSky without texturePoommetee Ketson
2018-02-212D Skeletons WORK IN PROGRESSJuan Linietsky
2018-02-21Fix typos with codespellluz.paz
Found via `codespell -q 3 --skip="./thirdparty,./editor/translations" -I ../godot-word-whitelist.txt` Whitelist consists of: ``` ang doubleclick lod nd que te unselect ```
2018-02-21Add base support for 2D meshes in Godot, including Sprite -> Mesh2D conversion.Juan Linietsky
2018-02-20Merge pull request #16467 from godotengine/gles3-light-shader-timeRémi Verschelde
using TIME in light shader enables uses_fragment_time
2018-02-19Fix a rendering bug with screen_textureBojidar Marinov
2018-02-14Merge pull request #15710 from AndreaCatania/p1Rémi Verschelde
Fixed sky reflection rendering when transparent BG
2018-02-14Fix invalid particle movement when time_scale is zeroChaosus
2018-02-07using TIME in light shader enables uses_fragment_timekarroffel
The GLES3 shader compiler performs certain checks to enable or disable the usage of certain uniform variables (and with that the set-up of UBOs). If the `TIME` variable gets used inside the `vertex` function then the renderer knows that it has to insert that value into the UBO. The same applies to the `fragment` function. The `light` function gets executed inside the fragment shader for every light source that is relevant to the current pixel. If the `TIME` variable gets used in that function then it needs to be present in the fragment-UBO. The check for this was missing, so if a shader uses `TIME` inside `light` but not inside `fragment` then the uniform will not actually be set up.
2018-02-05Remove a few debugging printsHugo Locurcio
2018-01-18Fix typos in code and docs with codespellRémi Verschelde
Using v1.11.0 from https://github.com/lucasdemarchi/codespell
2018-01-18Convert special case RGB10_A2 to RGBA8 when obtaining texture databinbitten
2018-01-15Fix copy shader in GLSL ES 3.0Leon Krause
2018-01-15Fix Particles2D in WebGL 2.0Leon Krause
2018-01-14Fixed sky reflection rendering when transparent BGAndreaCatania
2018-01-13Merge pull request #15636 from mrcdk/fix_canvas_lightRémi Verschelde
Set correct types on a couple variables inside light_compute in canvas.glsl
2018-01-12Fix mat2 alignmentbinbitten
2018-01-12Set correct types on a couple variables inside the canvas.glslMrCdK
2018-01-12Fix mat2 alignmentJuan Linietsky
2018-01-12Fix uniform alignment, closes #14962Juan Linietsky
2018-01-12Instance dependency for particles was not being get rid of. Again fixes #15591Juan Linietsky