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2019-12-12Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flipRémi Verschelde
Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-11Flip cull mode when rendering flipped Light2D and LightOccluder2DBojidar Marinov
Fixes #32993
2019-12-10Add a default POINT_SIZEclayjohn
2019-12-09GLES3: Properly unbind buffers after draw commandsRémi Verschelde
Patch provided by @oeleo1. Fixes #34120.
2019-12-04Properly orphan polygon index buffer after binding (take 2)Rémi Verschelde
Follow-up to #34088, patch by @oeleo1 from https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-03properly orphan polygon index buffer after bindingclayjohn
2019-12-03Merge pull request #33857 from nekomatata/polygon-2d-antialiasingRémi Verschelde
Fixed antialiased option for Polygon2D
2019-12-03Merge pull request #33836 from clayjohn/blinn-fixRémi Verschelde
Fix Specular Blinn function
2019-11-29Disable shadow map sampling when shadows are not used in GLES3PouleyKetchoupp
Fixes #20742
2019-11-28Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp
Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
2019-11-27Fix radiance map generation on mobileclayjohn
2019-11-22Fix Specular Blinn functionclayjohn
2019-11-21Fix GL error by properly using float uniformclayjohn
2019-11-20Fix bugs introduced by IBL fixesclayjohn
2019-11-20Merge pull request #33668 from clayjohn/Fix_environment_mapping_issuesRémi Verschelde
Fix issues with environment mapping
2019-11-19Fix issues with environment mappingclayjohn
2019-11-19Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimizationRémi Verschelde
Improve glBufferSubData usage where safe
2019-11-11Improve glBufferSubData usage where safeclayjohn
2019-11-11Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisationBastiaan Olij
2019-11-07Partial revert of #32657, undoing line shifting by 0.5Rémi Verschelde
As discussed in #32657, this can't be done here as lines can be used with a canvas scale, and this breaks them. A suggestion is to do the pixel shifting at matrix level instead. Fixes #33393. Fixes #33421.
2019-10-28Merge pull request #33104 from qarmin/fix_some_crashesRémi Verschelde
Fix some crashes and using null pointers
2019-10-28Fix some crashes and using null pointersRafał Mikrut
2019-10-26Merge pull request #32657 from ptrojahn/linesRémi Verschelde
Fix draw_rect
2019-10-25WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmapRémi Verschelde
While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT) textures in their specification, the situation seems to be less clear about *compressed* NPOT textures using repeat or mipmap flags. At least Chrome on Linux doesn't seem to support this combination, and a variety of mobile hardware have similar limitations. As a workaround, we force decompressing such textures when running on WebGL 2.0, at the cost of loading time and memory usage. Fixes #33058.
2019-10-11only render depth with alpha prepass on prepassclayjohn
2019-10-11Fix draw_rectPaul Trojahn
OpenGL uses the diamond exit rule to rasterize lines. If we don't shift the points down and to the right by 0.5, the line can sometimes miss a pixel when it shouldn't. The final fragment of a line isn't drawn. By drawing the lines clockwise, we can avoid a missing pixel in the rectangle. See section 3.4.1 in the OpenGL 1.5 specification. Fixes #32279
2019-10-09Merge pull request #32170 from puthre/ninepatch-fixRémi Verschelde
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-07GLES3 Fixes for ninepatch margins when patch size is smaller than the patch ↵Valentin Zagura
texture resolution Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-10-02Removed unnecessary shader error log messagesYuri Roubinsky
2019-09-24Fix copyright headers and style issuesRémi Verschelde
2019-09-23Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvasRémi Verschelde
Throw error when canvas background is used without sample buffer
2019-09-23Merge pull request #32275 from godotengine/skin_supportRémi Verschelde
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-19Merge pull request #32004 from raphael10241024/fix_shader_uniformRémi Verschelde
Fix gles3 shader uniform vec3 error
2019-09-19Merge pull request #31202 from azagaya/light-dataRémi Verschelde
Create shadow_vec for altering shadow computation
2019-09-18Added skin support and simplified APIs to override bone position.Juan Linietsky
2019-09-15throw error when user tries to use Canvas background without sample bufferclayjohn
2019-09-14Implement shader array support for varyingsChaosus
2019-09-06Create shadow_vec for altering shadow computationazagaya
In 2.1 and 3.0, light_vec could be modified for altering shadow_computations. But it broke shadows when rotating light. shadow_vec would do the same, but without breaking shadows in rotated lights if not used. Add inverse light transformation to shadow vec, so it's not affected when rotating lights; Added usage define for shadow vec. For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06fix gles3 shader uniform vec3 error, close #30930RaphaelHunter
2019-08-29Removed clamping of the Linear tonemapping when KEEP_3D_LINEARHolger Dammertz
Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in floating point texture targets (via Viewport) for further processing or saving high dynamic range data into files. This only works when no color conversion is active.
2019-08-25Fix hint range step for integer in shadersYuri Roubinski
2019-08-23Implements switch to shadersYuri Roubinski
2019-08-20Merge pull request #31419 from NeoSpark314/fix_oculusquest_panoramaRémi Verschelde
changed the constant scale of cube_normal to -1.0 instead of -1000000…
2019-08-19Fix ternary operator shader compiler expressionYuri Roubinski
2019-08-17changed the constant scale of cube_normal to -1.0 instead of -1000000.0; ↵Holger Dammertz
this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards. Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-08-17Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'Braden Bodily
Condensed some if and ERR statements. Added dots to end of error messages Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?), core/os/memory.cpp, drivers/png/png_driver_common.cpp, drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-16Merge pull request #31309 from raphael10241024/fix_dofRémi Verschelde
DOF can effect transparent objects now,
2019-08-14Merge pull request #31266 from ↵Rémi Verschelde
IAmActuallyCthulhu/pr/remove-redundant-author-comments Remove redundant author doc comments
2019-08-13Implemented do/while loops for shadersYuri Roubinski
2019-08-12Remove redundant author doc commentsIAmActuallyCthulhu