index
:
godot-fmod
4.0.3
Godot with FMOD integration
RayHammer
summary
refs
log
tree
commit
diff
log msg
author
committer
range
path:
root
/
servers
/
rendering
/
renderer_rd
/
renderer_scene_render_rd.h
Age
Commit message (
Expand
)
Author
2022-06-07
Initial TAA implementation
jfons
2022-05-20
Add a new HashSet template
reduz
2022-05-16
Replace most uses of Map by HashMap
reduz
2022-05-11
Split out bokeh_dof and copy effects
Bastiaan Olij
2022-05-02
Style: Partially apply clang-tidy's `cppcoreguidelines-pro-type-member-init`
Rémi Verschelde
2022-04-28
Merge pull request #60547 from BastiaanOlij/split_tonemapper_effect
Rémi Verschelde
2022-04-28
Splitting tonemapper into its own class
Bastiaan Olij
2022-04-26
Fix "ortogonal" -> "orthogonal" typo in rasterizer code
Hugo Locurcio
2022-04-04
Zero initialize all pointer class and struct members
Rémi Verschelde
2022-03-31
Extract global variable, shader and material storage
Bastiaan Olij
2022-03-16
Split dummy renderer classes into separate files
Bastiaan Olij
2022-03-04
Remove unused `shadow_color` property from Light3D
Hugo Locurcio
2022-02-28
Fix typo in SSR roughness quality enum value names
Hugo Locurcio
2022-02-04
Enable 16-bit shadow atlas by default in the RenderingServer methods
Hugo Locurcio
2022-01-26
Merge pull request #54574 from Ansraer/glow_map
Rémi Verschelde
2022-01-24
Minor fixes to shadow atlases:
jfons
2022-01-20
add support for glow maps
Ansraer
2022-01-19
Merge pull request #54489 from briansemrau/texture-delete-update
Rémi Verschelde
2022-01-17
Allow using between 1 and 8 cascades for SDFGI
Hugo Locurcio
2022-01-11
New OpenGL batching canvas renderer
clayjohn
2022-01-04
Merge pull request #56305 from Calinou/rename-lod-threshold
Rémi Verschelde
2022-01-04
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
Rémi Verschelde
2022-01-03
Update copyright statements to 2022
Rémi Verschelde
2021-12-29
Rename Lod Threshold to Mesh Lod Threshold
Hugo Locurcio
2021-11-23
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
Je06jm
2021-11-12
Fix default_texture_param in shader pipeline to support uniform arrays
Yuri Roubinsky
2021-11-06
Added SSIL post processing effect
clayjohn
2021-11-01
Fix materials not updating when texture replaced/deleted
Brian Semrau
2021-10-28
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
clayjohn
2021-10-07
Remove unimplemented `Environment.ambient_light_occlusion_color` property
Hugo Locurcio
2021-09-29
Rename RID's `getornull()` to `get_or_null()`
Hugo Locurcio
2021-09-28
Fix access to render target texture for XR interfaces
Bastiaan Olij
2021-08-23
Scale color output in the mobile renderer to provide HDR support
Bastiaan Olij
2021-08-19
Improvements to SpotLight3D and OmniLight3D's shadows
jfons
2021-08-17
Fixes to mobile renderer
reduz
2021-08-15
Fix read from screen and depth texture
Bastiaan Olij
2021-08-13
Implemented raster versions of bokeh shaders to replace broken gaussian imple...
Bastiaan Olij
2021-08-06
Use subpasses to do 3D rendering and resolve in mobile renderer
Bastiaan Olij
2021-07-25
Merge pull request #50644 from BastiaanOlij/mobile_compute_to_fragment
Rémi Verschelde
2021-07-25
Use fragment shader instead of compute shader for effects for mobile renderer
Bastiaan Olij
2021-07-19
Implement more rendering options as specialization constants
reduz
2021-07-15
Fixes to forward mobile
reduz
2021-07-15
Merge pull request #49678 from BastiaanOlij/mobile_renderer_select_color_format
Juan Linietsky
2021-07-13
Use 32bit instead of 64bit 3D render buffer on mobile
Bastiaan Olij
2021-07-12
Use specialization constants in clustered renderer
reduz
2021-07-03
Fix Render Info
reduz
2021-07-03
Properly override virtual functions in render_scene_render_rd and subclasses
Bastiaan Olij
2021-06-14
Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-sets
Rémi Verschelde
2021-06-13
Store SSAO uniform sets per viewport
clayjohn
2021-06-13
Add stereoscopic rendering through multiview
Bastiaan Olij
[next]