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2020-01-19Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimizationRémi Verschelde
GLES3: Slight optimization to irradiance compute
2020-01-19GLES3: Slight optimization to irradiance computeRémi 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.
2020-01-18reduce complexity of irradiance map generationclayjohn
2020-01-16Add multimesh format max for proper error checkingclayjohn
2020-01-15fix light related crashesclayjohn
2020-01-13Merge pull request #35064 from clayjohn/rendering_crashesRémi Verschelde
Fix light and multimesh crashes
2020-01-12Fix light and multimesh crashesclayjohn
2020-01-12Fix generation of irradiance mapclayjohn
2020-01-08RasterizerCanvas: Use getornull to fetch light occluder polygonRémi Verschelde
Fixes #21286 when the occluder is not fully configured.
2020-01-06Add VisualServer methods to get the video adapter name and vendorHugo Locurcio
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404.
2020-01-03Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fixRémi Verschelde
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03Merge pull request #34551 from MadEqua/fix-light-with-skeletonRémi Verschelde
Fix 2D lighting when using skeleton.
2020-01-01Fix wrong return typeTritium 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
2020-01-01GLES3: Fix false positive in ninepatch axis stretch codeRémi Verschelde
See #34704.
2020-01-01Fixed antialiasing option for Polygon2DPouleyKetchoupp
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
2020-01-01Update copyright statements to 2020Rémi 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.
2019-12-30Merge pull request #34685 from winston-yallow/fix_omnilight_attenuationRémi Verschelde
Use correct omni light attenuation
2019-12-29Use correct omni light attenuationWinston
fixes godotengine/godot#34683
2019-12-28Reset GLES3 MultiMesh buffer id when reallocating.Bruno Lourenço
2019-12-23Fix canvas GLES3 skeleton transform uniform updating.Bruno Lourenço
2019-12-23Fix 2D lighting when using skeleton.Bruno Lourenço
2019-12-21Merge pull request #34527 from MadEqua/fix-gles3-light-cutoffRémi Verschelde
Fix GLES3 light cutoff.
2019-12-21Fix GLES3 light cutoff.Bruno Lourenço
2019-12-21Fix contact shadow when light is outside of viewport.Bruno Lourenço
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