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path: root/scene/resources/texture.cpp
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2019-08-09Remove ERR_EXPLAIN from scene/* codeTomasz Chabora
2019-07-01Merge pull request #29980 from Dentrax/directed-by-qarminRémi Verschelde
Fix some editor crashes
2019-07-01fix some crashesFurkan Türkal
2019-06-24Set to enum variables, only correct valuesqarmin
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-11Fix error macro calls not ending with semicolonRémi Verschelde
It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
2019-05-08Fix texture resource reload bugDaniel Rakos
If a non-imported texture resource file (e.g. DDS) gets updated the editor doesn't reload it. The cause of the problem is two-fold: First, the code of ImageTexture assumes that textures are always imported from an image, but that's not the case for e.g. DDS. This change thus adds code to issue a resource reload in case an image reload is not possible (which is the case for non-imported texture resources). Second, the code is filled with bogus calls to Image::get_image_data_size() to determine the mipmap offset when that should be done using Image::get_image_mipmap_offset(). Previous code literally passed the integer mip level value to Image::get_image_data_size() where that actually expects a boolean. Thus this part of the change might actually solve some other issues as well. To be pedantic, the texture_get_data() funciton of the rasterizer drivers is still quite a mess, as it only ever returns the whole mipchain when GLES_OVER_GL is set (practically only on desktop builds) but this change does not attempt to resolve that.
2019-04-19Added ability for multiple images to be imported as an atlasJuan Linietsky
This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
2019-03-06Hide StreamTexture flags, fixes #26640Juan Linietsky
2019-02-27Fix GCC 5 build after #26331 and cleanup styleRémi Verschelde
Also cleanup after 01a3dd3.
2019-02-27Don't crash on previewing an AtlasTexture without a regionHein-Pieter van Braam
2019-02-24Many separate fixes to ensure non power of 2 textures work on GLES2, closes ↵Juan Linietsky
#25897 and many others
2019-02-21Implement a cleaner (and better) way to save imagedata from ImageTexture, ↵Juan Linietsky
fixes #18801
2019-02-20Add -Wshadow=local to warnings and fix reported issues.marxin
Fixes #25316.
2019-02-12Scene: Ensure classes match their header filenameRémi Verschelde
Also drop some unused files. Renamed: - `scene/2d/navigation2d.h` -> `navigation_2d.h` - `scene/2d/screen_button.h` -> `touch_screen_button.h` - `scene/3d/scenario_fx.h` -> `world_environment.h` - `scene/audio/audio_player.h` -> `audio_stream_player.h` - `scene/resources/bit_mask.h` -> `bit_map.h` - `scene/resources/color_ramp.h` -> `gradient.h` - `scene/resources/shape_line_2d.h` -> `line_shape_2d.h` - `scene/resources/scene_format_text.h` -> `resource_format_text.h` - `scene/resources/sky_box.h` -> `sky.h` Dropped: - `scene/resources/bounds.h`
2019-01-28Fix recursive assignment of Textures and BitMapFontRémi Verschelde
Fixes #24213.
2019-01-27Document AnimatedTexture and bind MAX_FRAMES constantRémi Verschelde
Closes #24935.
2019-01-25Ability to keep images in ImageTexture cached while using editor, fixes #25243Juan Linietsky
2019-01-23Fixing textures not triggering _change_notifygroud
2019-01-15Fixed typo in ImageTexture:: & StreamTexture::is_pixel_opaqueStanislav
Fixes #24946
2019-01-10Fix showing AnimatedTexture frame_* properties in editorRémi Verschelde
Regression from cd0b82fd56bdba5a4f1a057fd2d50854c1f503ef, it must be hidden from docs (PROPERTY_USAGE_INTERNAL) but not from the editor. Supersedes and fixes #24880. Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
2019-01-04Merge pull request #24504 from harrisyu/AtlasCheckPixelOpaqueRémi Verschelde
Fix #24470 Atlas Texture with margin setting cause error in editor.
2019-01-03Add thumbnails to LargeTextureTimo Schwarzer
2019-01-01Update copyright statements to 2019Rémi Verschelde
Happy new year to the wonderful Godot community!
2018-12-20Fix #24470 Atlas Texture with margin setting cause error in editor.harrisyu
2018-12-20Fix TextureLayered::create not retaining formatShinryuuji
2018-11-28Fix many errors found by PVS-StudioAaron Franke
Fix errors 2, 3, 4, 6, 8, 9, 11, 12, 13, 14, and 15.
2018-10-02Merge pull request #22531 from DualMatrix/path_missing_video_memoryRémi Verschelde
Made Debugger's Video Memory tab show correct resource paths.
2018-09-29Made Debugger's Video Memory tab show correct resource paths.DualMatrix
Made Debugger's Video Memory tab show correct resource paths. The Icons are still missing but that is due to the get_icon(type, "EditorIcons") for type = "Texture" being missing. Adding that icon would fix it.
2018-09-28-Lightmap and lightmap capture support for GLES2Juan Linietsky
-Added hint to not show some properties when running on low end gfx
2018-09-14Merge pull request #21569 from JFonS/add_noise_texturesRémi Verschelde
Add SimplexNoise and NoiseTexture as new resources
2018-09-14Add SimplexNoise and NoiseTexture as new resourcesJFonS
SimplexNoise can be used to generate parameterized fractal noise based on Open Simplex. NoiseTexture uses SimplexNoise to generate noise textures for using in shaders/visual effects.
2018-09-13Mark AnimatedTexture frame_* properties as internalRémi Verschelde
This way they no longer appear in the documentation, and the related setters and getters do.
2018-09-12Make core/ includes absolute, remove subfolders from include pathRémi Verschelde
This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
2018-09-07Set the lower bound for the GradientTexture width property to 1Martin Capitanio
Fixes #21522
2018-08-27Revert "Fix some 3D texture issues"Juan Linietsky
2018-08-26Partial fixes for 3D texture issueselasota
2018-08-24Merge pull request #21156 from MednauN/atlas-texture-fixRémi Verschelde
Fix AtlasTexture with NinePatchRect and TextureProgress
2018-08-24Make some debug prints verbose-only, remove othersRémi Verschelde
2018-08-23Added a function to cache texture opacity at a pixel, and modified editor to ↵Juan Linietsky
use it. Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
2018-08-23Switched AnimatedTexture to a readers-writers lock, solves a race condition ↵Juan Linietsky
and fixes #20221
2018-08-21Fix arg name in docs, some copy-paste errorsPoommetee Ketson
2018-08-18Fix AtlasTexture with NinePatchRect and TextureProgresspesets
2018-08-15Attempting to workaround the problem present in #20904, let me know if it works.Juan Linietsky
2018-08-14-Deprecate ImageTexture::loadJuan Linietsky
-Add warning to Image::load when loading resources -Add script binding for get_configuration_warning
2018-08-06Added proper import support for 3D and Array texturesJuan Linietsky
2018-07-30add 3D texturesThomas Herzog
2018-07-26Reduce unnecessary COW on Vector by make writing explicitHein-Pieter van Braam
This commit makes operator[] on Vector const and adds a write proxy to it. From now on writes to Vectors need to happen through the .write proxy. So for instance: Vector<int> vec; vec.push_back(10); std::cout << vec[0] << std::endl; vec.write[0] = 20; Failing to use the .write proxy will cause a compilation error. In addition COWable datatypes can now embed a CowData pointer to their data. This means that String, CharString, and VMap no longer use or derive from Vector. _ALWAYS_INLINE_ and _FORCE_INLINE_ are now equivalent for debug and non-debug builds. This is a lot faster for Vector in the editor and while running tests. The reason why this difference used to exist is because force-inlined methods used to give a bad debugging experience. After extensive testing with modern compilers this is no longer the case.
2018-07-25Fix crash when you pass invalid parameter to ImageTexture.set_dataChaosus
2018-07-16Finally figured out how to implement AnimatedTexture properly.Juan Linietsky