Age | Commit message (Collapse) | Author | |
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2019-12-11 | SCons: Add 'split_libmodules' option to workaround linker issue | Rémi Verschelde | |
The new 'split_libmodules=yes' option is useful to work around linker command line size limitations when linking a huge number of objects. We're currently over 64k chars when linking libmodules.a on Windows with MinGW, which triggers issues as seen in #30892. Even on Linux, we can also reach linker command line size limitations by adding more custom modules. We force this option to True for MinGW on Windows, which fixes #30892. Additional changes to lib splitting: - Fix linking of the split module libs with interdependent symbols, hacking our way into LINKCOM and SHLINKCOM to set the `--start-group` and `--end-group` flags. - Fix Python 3 compatibility in `methods.split_lib()`. - Drop seemingly obsolete condition for 'msys' on 'posix'. - Drop the unnecessary 'split_drivers' as the drivers lib is no longer too big since we moved all thirdparty builds to modules. Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx> | |||
2019-12-10 | Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process | Rémi Verschelde | |
Use renderbuffer depth for post-process buffers when appropriate | |||
2019-12-09 | Use renderbuffer depth for post-process buffers when appropriate | clayjohn | |
2019-12-09 | Force 32 bit depth buffer for WebGL | clayjohn | |
2019-12-09 | GLES3: Properly unbind buffers after draw commands | Rémi Verschelde | |
Patch provided by @oeleo1. Fixes #34120. | |||
2019-12-05 | GLES2: Fix uninitialized members in ShaderGLES2::Version | Rémi Verschelde | |
Fixes #34109. | |||
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 | |||
2019-12-02 | Merge pull request #33985 from nekomatata/shadow_viewport | Rémi Verschelde | |
Disable shadow map sampling when shadows are not used in GLES3 | |||
2019-11-29 | Removed duplicated conditional in GLES2 | PouleyKetchoupp | |
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 | |||
2019-11-28 | Merge pull request #33963 from clayjohn/GLES3-sky-mipmaps-on-mobile | Rémi Verschelde | |
Fix radiance map generation on mobile | |||
2019-11-27 | Fix radiance map generation on mobile | clayjohn | |
2019-11-26 | Use ANGLE multisample extensions for UWP | George Marques | |
2019-11-23 | Restructure depth_internalformat code to work on mobile | clayjohn | |
This changes the code path so that `glRenderBufferStorage*` always uses values appropriate for renderbuffers and `glTexImage2D` never uses an internalformat meant for buffers. Fixes #33825. | |||
2019-11-23 | glTexImage2D: Fix confusion between format and internal format | Rémi Verschelde | |
The `format` parameter is similar to `internalFormat` but takes different values, and especially only `GL_DEPTH_COMPONENT` for depth, without size specifier. Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml Fixes a regression from #33278 and another occurrence. | |||
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 #33583 from qarmin/fix_overflows_unitialized | Rémi Verschelde | |
Fix some overflows and unitialized variables | |||
2019-11-20 | Fix some overflows and unitialized variables | Rafał Mikrut | |
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 #33720 from BastiaanOlij/fix_gles2_rgb8 | Rémi Verschelde | |
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2 | |||
2019-11-19 | Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2 | Bastiaan Olij | |
2019-11-19 | Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization | Rémi Verschelde | |
Improve glBufferSubData usage where safe | |||
2019-11-17 | Fix negative light flickering | clayjohn | |
2019-11-11 | Improve glBufferSubData usage where safe | clayjohn | |
2019-11-11 | Merge pull request #33517 from madmiraal/fix-_MSG-macros | Rémi Verschelde | |
Send *_MSG macros' explanations directly to the _err_print_error(). | |||
2019-11-11 | Merge pull request #33518 from BastiaanOlij/msaa_ext_modes | Rémi Verschelde | |
Add MSAA mode for Quest | |||
2019-11-11 | Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation | Bastiaan Olij | |
2019-11-11 | Remove all uses of ERR_EXPLAIN macros. | Marcel Admiraal | |
2019-11-10 | Handle missing file properly when checking for case mismatch | PouleyKetchoupp | |
This was causing false alarms to be randomly reported on Windows for files that didn't exist. | |||
2019-11-08 | Make MSAA work with external texture | Bastiaan Olij | |
2019-11-08 | Revert "fix #33188 MSAA depth buffer not used for external texture" | Bastiaan Olij | |
This reverts commit 418b035ddaaf9b40892ba88632c3aa6f3bf128b5. | |||
2019-11-08 | Merge pull request #33291 from NeoSpark314/fix_#33188 | Rémi Verschelde | |
fix #33188 MSAA depth buffer not used for external texture | |||
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. | |||
2019-11-04 | fix #33188 MSAA depth buffer not used for external texture | Holger Dammertz | |
When rendering to an external texture and MSAA was active (as happened in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct depth buffer and multisample texture target was not used. This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54 | |||
2019-11-03 | Merge pull request #33278 from clayjohn/GLES2-depth-format | Rémi Verschelde | |
Fix depth format on Android in GLES2 | |||
2019-11-02 | Fix depth format on Android in GLES2 | clayjohn | |
2019-11-02 | Merge pull request #33259 from Chaosus/remove_gles2_switch_op | Rémi Verschelde | |
Removed switch operator from GLES2 shader back-end | |||
2019-11-02 | Removed switch operator from GLES2 shader back-end | Yuri Roubinsky | |
2019-11-01 | Fix some crashes, overflows and using variables without values | Rafał Mikrut | |
2019-10-30 | When framebuffer allocation fails for MSAA in GLES2 revert to normal without ↵ | clayjohn | |
ERR_FAIL | |||
2019-10-28 | Merge pull request #33104 from qarmin/fix_some_crashes | Rémi Verschelde | |
Fix some crashes and using null pointers | |||
2019-10-28 | Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit | Rémi Verschelde | |
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit | |||
2019-10-28 | Fix some crashes and using null pointers | Rafał Mikrut | |