Age | Commit message (Collapse) | Author | |
---|---|---|---|
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 | 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 | |
2019-10-27 | Fixed using compressed textures and add work around for firefox webgl mesa ↵ | clayjohn | |
sampler limit | |||
2019-10-27 | use proper texture in Android MSAA | clayjohn | |
2019-10-26 | Merge pull request #32617 from Faless/fix/fopen_close_exec | Rémi Verschelde | |
Disable file descriptor sharing with subprocs. | |||
2019-10-26 | Merge pull request #32657 from ptrojahn/lines | Rémi Verschelde | |
Fix draw_rect | |||
2019-10-26 | Merge pull request #33093 from clayjohn/GLES2-HTML-shadows | Rémi Verschelde | |
Fix shadow mapping with RGBA textures on html | |||
2019-10-26 | Fix shadow mapping with RGBA textures on html | clayjohn | |
2019-10-26 | Merge pull request #33059 from akien-mga/webgl2-resize-non-po2 | Rémi Verschelde | |
WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap | |||
2019-10-25 | Use WSAConnect instead of connect on Windows. | Fabio Alessandrelli | |
The misterious windows networking stack... Using connect instead of WSAConnect causes socket error 10022 under certain conditions. See: https://github.com/godotengine/webrtc-native/ (issue 6) Having to guess, code path for connect is different then WSAConnect with NULL extra parameters. The only reference about weird error with this code mentions something called "Windows Filtering Platform" but windows internals are, as always, obscure. This might be something to try and report to Microsoft if anyone has the time to spare with the likely outcome of being ignored. | |||
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. | |||
2019-10-24 | Fix compilation warnings in macOS build, enable `warnings=extra werror=yes` ↵ | bruvzg | |
for macOS CI. |