<feed xmlns='http://www.w3.org/2005/Atom'>
<title>godot.git/drivers/gles2/rasterizer_gles2.cpp, branch 2.1.3-stable</title>
<subtitle>Godot Engine – Multi-platform 2D and 3D game engine https://godotengine.org</subtitle>
<id>https://git.neuromancer.sk/godot.git/atom/drivers/gles2/rasterizer_gles2.cpp?h=2.1.3-stable</id>
<link rel='self' href='https://git.neuromancer.sk/godot.git/atom/drivers/gles2/rasterizer_gles2.cpp?h=2.1.3-stable'/>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/'/>
<updated>2017-04-07T22:45:24Z</updated>
<entry>
<title>Add "Godot Engine contributors" copyright line</title>
<updated>2017-04-07T22:45:24Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-04-07T22:45:00Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=e9b045d9e572ff7a211b604d6400f35003bae327'/>
<id>urn:sha1:e9b045d9e572ff7a211b604d6400f35003bae327</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Fixed "unshaded" flag not being updated if light_type and receive_shadows_state didn't change.</title>
<updated>2017-03-25T00:27:06Z</updated>
<author>
<name>elasota</name>
</author>
<published>2017-03-25T00:27:06Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=5d691350c4fc162a0d85369072fd72b8a2bbd1c5'/>
<id>urn:sha1:5d691350c4fc162a0d85369072fd72b8a2bbd1c5</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Bring that Whole New World to the Old Continent too</title>
<updated>2017-03-18T23:36:26Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-03-18T23:36:26Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f8db8a3faa30b71dca33ced38be16d3f93f43e8a'/>
<id>urn:sha1:f8db8a3faa30b71dca33ced38be16d3f93f43e8a</id>
<content type='text'>
Applies the clang-format style to the 2.1 branch as done for master in
5dbf1809c6e3e905b94b8764e99491e608122261.
</content>
</entry>
<entry>
<title>Style: Fix statements ending with ';;'</title>
<updated>2017-03-18T20:14:33Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-14T17:03:38Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=dbf013757658ad48bb61242ed69ad4145a946863'/>
<id>urn:sha1:dbf013757658ad48bb61242ed69ad4145a946863</id>
<content type='text'>
(cherry picked from commit f44ee891beaad397481dd88da41cb80e6539774f)
</content>
</entry>
<entry>
<title>Welcome in 2017, dear changelog reader!</title>
<updated>2017-01-12T18:15:30Z</updated>
<author>
<name>Rémi Verschelde</name>
</author>
<published>2017-01-01T21:01:57Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=d8223ffa75f7028bb104001e7195233f335556f2'/>
<id>urn:sha1:d8223ffa75f7028bb104001e7195233f335556f2</id>
<content type='text'>
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad9aae4902280012f7654e2318cd910e)
</content>
</entry>
<entry>
<title>Fix error when fragment and lighting code share an uniform</title>
<updated>2016-12-21T01:24:47Z</updated>
<author>
<name>Pedro J. Estébanez</name>
</author>
<published>2016-12-21T01:24:47Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=490f51a20299f0084684a3b004128dc34e6b20ce'/>
<id>urn:sha1:490f51a20299f0084684a3b004128dc34e6b20ce</id>
<content type='text'>
</content>
</entry>
<entry>
<title>Limit directional shadow draw distance, fixes #559, optimization (#1991)</title>
<updated>2016-10-09T15:33:20Z</updated>
<author>
<name>mookiexl</name>
</author>
<published>2016-10-03T10:28:32Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f63b338e0fbc1aa505a3c72a93c48611425ab0c1'/>
<id>urn:sha1:f63b338e0fbc1aa505a3c72a93c48611425ab0c1</id>
<content type='text'>
* Shadow fadeout exponent hardcoded for now, should be user configurable.
* optimization - skip shadows outside visible range
(cherry picked from commit 0b12ebba1143888ee76302c33bbf67508717f42f)
</content>
</entry>
<entry>
<title>Don't crash in "_process_hdr()" if "framebuffer.luminance" is empty</title>
<updated>2016-10-09T15:22:01Z</updated>
<author>
<name>Błażej Szczygieł</name>
</author>
<published>2016-09-25T11:09:21Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=a827734e033ccc9114c03d16813bd2e88186dcf1'/>
<id>urn:sha1:a827734e033ccc9114c03d16813bd2e88186dcf1</id>
<content type='text'>
If "glFramebufferTexture2D()" fails on old drivers the Vector is empty.
Don't allow to read from empty Vector (NULL pointer).

(cherry picked from commit 7b8fe97888dc1d9586d443498281df532ec1db3a)
</content>
</entry>
<entry>
<title>Don't crach when OpenGL version is unsupported</title>
<updated>2016-10-09T15:21:48Z</updated>
<author>
<name>Błażej Szczygieł</name>
</author>
<published>2016-09-25T11:06:12Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f4f58551684ed829d4e2ae07bc1b2706ab846a33'/>
<id>urn:sha1:f4f58551684ed829d4e2ae07bc1b2706ab846a33</id>
<content type='text'>
(cherry picked from commit ca3b8deb7860eb54c2b5ef44eb686799a688febc)
</content>
</entry>
<entry>
<title>Add compatibility with old OpenGL 2.1 drivers</title>
<updated>2016-10-09T15:21:41Z</updated>
<author>
<name>Błażej Szczygieł</name>
</author>
<published>2016-09-25T10:57:56Z</published>
<link rel='alternate' type='text/html' href='https://git.neuromancer.sk/godot.git/commit/?id=f4da1e9ed25758b006a8e3bdf85f605a0ffb2103'/>
<id>urn:sha1:f4da1e9ed25758b006a8e3bdf85f605a0ffb2103</id>
<content type='text'>
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

(cherry picked from commit a27fafb2736a530a8a04f887dd8d6e67da3d8972)
</content>
</entry>
</feed>
