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Godot with FMOD integration
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renderer_rd
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renderer_scene_render_rd.h
Age
Commit message (
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Author
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
2021-06-05
Rename GI Classes
reduz
2021-06-03
Rename Transform to Transform3D in core
Aaron Franke
2021-05-10
Split RenderDataRD struct from RenderState struct to simplify passing our ren...
Bastiaan Olij
2021-05-03
Assorted fixes to UV unwrapping and GPU lightmapper
jfons
2021-05-03
Create mobile renderer
Bastiaan Olij
2021-04-23
Implement occlusion culling
jfons
2021-04-21
Fix reflection probe
Bastiaan Olij
2021-04-09
Remove low_end option from renderer, being replaced by separate implementation
Bastiaan Olij
2021-04-05
Move clustered renderer functionality
Bastiaan Olij
2021-03-11
Removed time duplicate from ForwardClustered. Just use the variable from its ...
Bastiaan Olij
2021-03-11
Moving RendererStorageRD *storage to protected, no sense duplicating it in fo...
Bastiaan Olij
2021-03-04
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
Bastiaan Olij
2021-02-25
Moving GI code into RendererServerGIRD
Bastiaan Olij
2021-02-10
Make Servers truly Thread Safe
reduz
2021-02-07
Improve SDFGI indirect light feedback loop
reduz
2021-02-07
Invert spotlight angle attenuation
jfons
2021-02-06
Simplify Volumetric Fog
reduz
2021-02-05
Added temporal reprojection to Volumetric Fog
reduz
2021-02-04
Rewrote how barriers work for faster rendering
reduz
2021-01-24
Shadow map rendering optimization
reduz
2021-01-24
Several GI related optimizations and fixes
reduz
2021-01-19
Added GPU based cluster builder
reduz
2021-01-19
Shader optimizations to reduce VGPR usage and increase occupancy
reduz
2021-01-06
Added ability to visualize native shaders
reduz
2021-01-05
Rewrite render code to be more cache and thread friendly.
reduz
2021-01-05
Reorganize renderer code.
reduz
2021-01-01
Update copyright statements to 2021
Rémi Verschelde
2020-12-26
Rewrite culling to be more cache/thread friendly.
reduz
2020-12-23
Replace Octree by DynamicBVH in cull code
reduz
2020-12-21
Port ASSAO to Godot to replace SAO
clayjohn
2020-12-18
Implement automatic LOD (Level of Detail)
reduz
2020-12-07
Add support for low-end 3D rendering.
reduz
2020-12-04
RenderingServer reorganization
reduz