Age | Commit message (Collapse) | Author |
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Expose EYE_OFFSET to gdshader code
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Fix sky rendering with multiview in OpenGL
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Avoid leaking texture->tex_id when clearing render targets
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Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility
Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
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Avoid crash when CanvasTexture used with light decal atlas
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The decal atlas is used for Light2Ds, decals, and Light3Ds
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* Only two texture import modes for low/high quality now:
* S3TC/BPTC
* ETC2/ASTC
* Makes sense given this is the general preferred and most compatible combination in most platforms.
* Removed lossy_quality from VRAM texture compression options. It was unused everywhere.
* Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA).
* Changed MacOS export settings so required texture formats depend on the architecture selected.
This solves the following problems:
* Makes it simpler to import textures as high quality, without having to worry about the specific format used.
* As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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Remove cap on number of items drawn in frame in 2D gl_compatibility renderer
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Also clean up some names to make the overall organization more clear
Also remove cap on items per batch
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Flag dirty dependencies when GeometryInstance dependencies change in renderer
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Properly append global uniform buffer name in gl_compatibility shaders
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Also error when using instance uniforms
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Make screen texture and depth texture work in Multiview
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Fix some `SpotLight3D` issues (clustering artifacts, leaking light, AABB)
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Stop incrementing light_count once max number of lights are reached in 2D canvas renderer
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canvas renderer
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Assign light indices after sorting in OpenGL renderer
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This ensures that the light indices sent to the shader actually match where the light is saved
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Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
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in favour of texture hints
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Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)
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texture swizzling
While using compressed formats is allowed, the RA_AS_RG formats need texture swizzling which is not available on web
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Fixes #71551.
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fix normal map not flipping in sprite2D
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Improving communication of scaling settings to renderer implementation
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This commit adds support for FORMAT_EXT2_RA_AS_RG and
FORMAT_DXT5_RA_AS_RG with OpenGL, fixing VRAM compression with the
normal map option enabled.
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
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This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
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Cleanup and improve sky render
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Added options for sorting transparent objects (port of PR #63040)
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Remove mesh bone_aabbs as they are not used anywhere and calculating them is a pain
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Implement render_target_was_used API so that Viewports can properly check if they have been used.
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Transform sdf xfrom by particle emission transform when particles are in global space
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