Age | Commit message (Collapse) | Author | |
---|---|---|---|
2020-01-25 | Add project setting for max irradiance size | clayjohn | |
2020-01-23 | Fix recently introduced crash in viewport size | clayjohn | |
2020-01-22 | Merge pull request #35406 from lawnjelly/ortho-shadow | Rémi Verschelde | |
Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues | |||
2020-01-22 | Change CameraMatrix::get_viewport_size to get_viewport_half_extents | lawnjelly | |
Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug. | |||
2020-01-22 | GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter | Rémi Verschelde | |
`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`, but not for `GL_TEXTURE_MAG_FILTER`. Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter Fixes #35436. | |||
2020-01-21 | Remove unused #if 0'ed code | Rémi Verschelde | |
2020-01-19 | Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization | Rémi Verschelde | |
GLES3: Slight optimization to irradiance compute | |||
2020-01-19 | GLES3: Slight optimization to irradiance compute | Rémi Verschelde | |
All the calculations leading up to `mipLevel` are only relevant for Panorama mode. Similarly, the `source_resolution` uniform is only needed for that mode. | |||
2020-01-18 | reduce complexity of irradiance map generation | clayjohn | |
2020-01-16 | Add multimesh format max for proper error checking | clayjohn | |
2020-01-15 | fix light related crashes | clayjohn | |
2020-01-13 | Merge pull request #35064 from clayjohn/rendering_crashes | Rémi Verschelde | |
Fix light and multimesh crashes | |||
2020-01-12 | Fix light and multimesh crashes | clayjohn | |
2020-01-12 | Fix generation of irradiance map | clayjohn | |
2020-01-08 | RasterizerCanvas: Use getornull to fetch light occluder polygon | Rémi Verschelde | |
Fixes #21286 when the occluder is not fully configured. | |||
2020-01-06 | Add VisualServer methods to get the video adapter name and vendor | Hugo Locurcio | |
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404. | |||
2020-01-03 | Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix | Rémi Verschelde | |
Fixed antialiasing option for Polygon2D with concave/hollow shapes | |||
2020-01-03 | Merge pull request #34551 from MadEqua/fix-light-with-skeleton | Rémi Verschelde | |
Fix 2D lighting when using skeleton. | |||
2020-01-01 | Fix wrong return type | Tritium Oxide | |
`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed: 0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float` caused by #34704 | |||
2020-01-01 | GLES3: Fix false positive in ninepatch axis stretch code | Rémi Verschelde | |
See #34704. | |||
2020-01-01 | Fixed antialiasing option for Polygon2D | PouleyKetchoupp | |
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568 | |||
2020-01-01 | Update copyright statements to 2020 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it. | |||
2019-12-30 | Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation | Rémi Verschelde | |
Use correct omni light attenuation | |||
2019-12-29 | Use correct omni light attenuation | Winston | |
fixes godotengine/godot#34683 | |||
2019-12-28 | Reset GLES3 MultiMesh buffer id when reallocating. | Bruno Lourenço | |
2019-12-23 | Fix canvas GLES3 skeleton transform uniform updating. | Bruno Lourenço | |
2019-12-23 | Fix 2D lighting when using skeleton. | Bruno Lourenço | |
2019-12-21 | Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff | Rémi Verschelde | |
Fix GLES3 light cutoff. | |||
2019-12-21 | Fix GLES3 light cutoff. | Bruno Lourenço | |
2019-12-21 | Fix contact shadow when light is outside of viewport. | Bruno Lourenço | |
2019-12-12 | Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flip | Rémi Verschelde | |
Flip cull mode when rendering flipped Light2D and LightOccluder2D | |||
2019-12-11 | Flip cull mode when rendering flipped Light2D and LightOccluder2D | Bojidar Marinov | |
Fixes #32993 | |||
2019-12-10 | Add a default POINT_SIZE | clayjohn | |
2019-12-09 | GLES3: Properly unbind buffers after draw commands | Rémi Verschelde | |
Patch provided by @oeleo1. Fixes #34120. | |||
2019-12-04 | Properly 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 | |||
2019-12-03 | properly orphan polygon index buffer after binding | clayjohn | |
2019-12-03 | Merge pull request #33857 from nekomatata/polygon-2d-antialiasing | Rémi Verschelde | |
Fixed antialiased option for Polygon2D | |||
2019-12-03 | Merge pull request #33836 from clayjohn/blinn-fix | Rémi Verschelde | |
Fix Specular Blinn function | |||
2019-11-29 | Disable shadow map sampling when shadows are not used in GLES3 | PouleyKetchoupp | |
Fixes #20742 | |||
2019-11-28 | Fixed antialiased option for Polygon2D / Line2D | PouleyKetchoupp | |
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 | |||
2019-11-27 | Fix radiance map generation on mobile | clayjohn | |
2019-11-22 | Fix Specular Blinn function | clayjohn | |
2019-11-21 | Fix GL error by properly using float uniform | clayjohn | |
2019-11-20 | Fix bugs introduced by IBL fixes | clayjohn | |
2019-11-20 | Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues | Rémi Verschelde | |
Fix issues with environment mapping | |||
2019-11-19 | Fix issues with environment mapping | clayjohn | |
2019-11-19 | Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization | Rémi Verschelde | |
Improve glBufferSubData usage where safe | |||
2019-11-11 | Improve glBufferSubData usage where safe | clayjohn | |
2019-11-11 | Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation | Bastiaan Olij | |
2019-11-07 | Partial revert of #32657, undoing line shifting by 0.5 | Rémi 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. |