Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | |
2019-12-21 | 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. | |||
2019-10-28 | Merge pull request #33104 from qarmin/fix_some_crashes | Rémi Verschelde | |
Fix some crashes and using null pointers | |||
2019-10-28 | Fix some crashes and using null pointers | Rafał Mikrut | |
2019-10-26 | Merge pull request #32657 from ptrojahn/lines | Rémi Verschelde | |
Fix draw_rect | |||
2019-10-25 | WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap | Rémi 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. | |||
2019-10-11 | only render depth with alpha prepass on prepass | clayjohn | |
2019-10-11 | Fix draw_rect | Paul 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 | |||
2019-10-09 | Merge pull request #32170 from puthre/ninepatch-fix | Rémi Verschelde | |
GLES2 & GLES3 Fixes ninepatch margins for high resolution textures. | |||
2019-10-07 | GLES3 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. | |||
2019-10-02 | Removed unnecessary shader error log messages | Yuri Roubinsky | |
2019-09-24 | Fix copyright headers and style issues | Rémi Verschelde | |
2019-09-23 | Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvas | Rémi Verschelde | |
Throw error when canvas background is used without sample buffer | |||
2019-09-23 | Merge pull request #32275 from godotengine/skin_support | Rémi Verschelde | |
Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes | |||
2019-09-19 | Merge pull request #32004 from raphael10241024/fix_shader_uniform | Rémi Verschelde | |
Fix gles3 shader uniform vec3 error | |||
2019-09-19 | Merge pull request #31202 from azagaya/light-data | Rémi Verschelde | |
Create shadow_vec for altering shadow computation | |||
2019-09-18 | Added skin support and simplified APIs to override bone position. | Juan Linietsky | |
2019-09-15 | throw error when user tries to use Canvas background without sample buffer | clayjohn | |
2019-09-14 | Implement shader array support for varyings | Chaosus | |
2019-09-06 | Create shadow_vec for altering shadow computation | azagaya | |
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. | |||
2019-09-06 | fix gles3 shader uniform vec3 error, close #30930 | RaphaelHunter | |
2019-08-29 | Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR | Holger 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. | |||
2019-08-25 | Fix hint range step for integer in shaders | Yuri Roubinski | |
2019-08-23 | Implements switch to shaders | Yuri Roubinski | |
2019-08-20 | Merge pull request #31419 from NeoSpark314/fix_oculusquest_panorama | Rémi Verschelde | |
changed the constant scale of cube_normal to -1.0 instead of -1000000… |