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AgeCommit message (Collapse)Author
2016-11-24fixed bug removing dependenciesJuan Linietsky
2016-11-24Blend shapes using transform feedback (GPU)Juan Linietsky
2016-11-23implemented immediatesJuan Linietsky
2016-11-23WIP immediates and proper buffers swappingJuan Linietsky
2016-11-22Changed to proper GLSL versionJuan Linietsky
2016-11-22Migrated from GLES to GLAD, fixes many issues.Juan Linietsky
2016-11-22Instancing is working! (hooray)Juan Linietsky
2016-11-21Skeletons are working now.Juan Linietsky
2016-11-20Huge amount of improvement in the material system. Materials should beJuan Linietsky
a lot more complete and usable now.
2016-11-19working reflection probes!!Juan Linietsky
2016-11-11Done with lights and shadows (wonder if i'm missing something..)Juan Linietsky
2016-11-09all light types and shadows are working, pending a lot of clean-upJuan Linietsky
2016-10-31shadow atlas allocation (work in progress)Juan Linietsky
2016-10-29resolved reflection cubemap blendingJuan Linietsky
2016-10-29-Many many fixesJuan Linietsky
-Gizmos work again
2016-10-27PBR more or less working, still working on bringing gizmos backJuan Linietsky
2016-10-21More scene work, can display a skyboxJuan Linietsky
2016-10-19Everything returning to normal in 3D, still a long way to goJuan Linietsky
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
2016-10-102D Shaders are working again using the new syntax, though all is buggy in ↵Juan Linietsky
general
2016-10-05-Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky
GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
2016-10-03make editor update by tracking changes in visualserverrasterJuan Linietsky
2016-10-03Begining of GLES3 renderer:Juan Linietsky
-Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
2016-10-03Merge pull request #6605 from zaps166/old-gl-ext-funcsRémi Verschelde
Add compatibility with old OpenGL 2.1 drivers
2016-10-03Merge pull request #6617 from zaps166/theora-x86-simd-fixRémi Verschelde
Fixes in Theora SCsub
2016-10-03Limit directional shadow draw distance, fixes #559, optimization (#1991)mookiexl
* Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range
2016-10-03Fixes in Theora SCsubBłażej Szczygieł
- properly pass x86 assembly define to the compiler, - don't compile unnecessary/encoder files.
2016-10-03Merge pull request #6606 from zaps166/don-crash-on-unsupported-glRémi Verschelde
Don't crach when OpenGL version is unsupported
2016-10-03Merge pull request #6501 from ↵Rémi Verschelde
SuperUserNameMan/windows_compile_with_standalone_msvc scons detects standalone MSVC on Windows
2016-09-25Don't crash in "_process_hdr()" if "framebuffer.luminance" is emptyBłażej Szczygieł
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty. Don't allow to read from empty Vector (NULL pointer).
2016-09-25Don't crach when OpenGL version is unsupportedBłażej Szczygieł
2016-09-25Add compatibility with old OpenGL 2.1 driversBłażej Szczygieł
If ARB_framebuffer_object is not supported, try to fall-back to EXT_framebuffer_object if present. In current version of godot, the way framebuffers are used is backward compatible with the older EXT_framebuffer_object extension. Fixes #6591 Done with SuperUserNameMan
2016-09-21removed redundant assign operation in mesh_add_surface: elem_count is ↵knd
reassigned a value before the old one has been used.
2016-09-17Merge pull request #6489 from zaps166/vorbis-no-encRémi Verschelde
Vorbis: Don't compile unnecessary encoder files
2016-09-17Merge pull request #6414 from RandomShaper/improve-shader-shadowRémi Verschelde
Expose additional light/shadow properties to canvas item shaders
2016-09-16scons detects standalone MSVC on Windowsyg2f
Under Windows, Scons is now capable of detecting and compiling with standalone MSVC compilers (aka "Visual C++ Build Tools"). http://landinghub.visualstudio.com/visual-cpp-build-tools Tried with version 2015, and native x86 and x64 compilers under Windows 10 pro 64 and Windows 8.1 64, with the default Win8 SDK provided by the "Visual C++ Build Tools" web-installer. Follow the same compiling instructions than for compiling with Visual Studio, except that Visual Studio is no more required. KNOWN ISSUES : - ``methods.detect_visual_c_compiler_version()`` will emit a warning message on computers where the ``VSINSTALLDIR`` environement variable is not present. But it should compile just fine and still automatically detects the 32 or 64 bits according to the compiler you picked. TODO : - eventually, update ``platform/winrt/dectet.py`` with function ``methods.msvc_is_detected()`` and try to compile winrt/UWP with these standalone compilers (if you did not select Win10 SDK when installing the standalone tools, you can run it again). - update doc to make users aware of "Visual C++ Build Tools" aka "stadalone MSVC". - eventually, update ``methods.detect_visual_c_compiler_version()``
2016-09-14Vorbis: Don't compile unnecessary encoder filesBłażej Szczygieł
2016-09-10Merge pull request #5920 from 29jm/fix-warningsJuan Linietsky
Fix some more warnings
2016-09-10Merge pull request #5962 from Alex-doc/Y_billboardJuan Linietsky
Implements Y billboard
2016-09-10Merge pull request #6363 from vnen/winrtJuan Linietsky
Fix the support for WinRT/UWP
2016-09-07Expose light shadow color to canvas item shadersPedro J. Estébanez
2016-09-07Rename misleading definePedro J. Estébanez
The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
2016-09-06Add Windows Universal export to editorGeorge Marques
- Use OPENSSL_ENABLED definition to the whole source to detect it anywhere. - Add WinRT/UWP template files with manifest and default images.
2016-09-03Patch thirdy-party libraries to build for WinRTGeorge Marques
- Patch enet code. - Patch OpenSSL code and add shims for unavailable API. - Add extra definition header for Freetype.
2016-09-03Fix drivers coding for WinRTGeorge Marques
- Add a proper function to retrieve IP addresses. - Solve issues with Windows FileAccess and DirAccess to use the same code for WinRT. - Add patches to the GLES2 rasterizer to workaround ANGLE issues.
2016-08-30More visual script improvementsJuan Linietsky
-Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
2016-08-13Fix some comparisons between signed and unsigned integersJohan Manuel
2016-08-13Fix some warnings about misleading indentationJohan Manuel
2016-08-13Remove some unused variablesJohan Manuel
2016-08-01Implements Y billboardAlex Piola
Y billboard wasn't hooked up. This commit implements it.
2016-07-25GLES2: Check for GPU capabilities to display an errorRémi Verschelde
The engine will still segfault, but the error message should be displayed by the OS in a blocking manner, so that it will only crash once users have acknowledged the error dialog. Closes #1162.