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* added rgbe_to_srgb method to Imagekarroffel2018-05-301-0/+1
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* Merge pull request #18505 from AlexHolly/image-point2-helperJuan Linietsky2018-05-071-0/+2
|\ | | | | add Point2 helper for Image.get_pixel and Image.set_pixel
| * add Point2 helper for Image.get_pixel and Image.set_pixelAlexander Holland2018-04-291-0/+2
| | | | | | image-point2-helper
* | Add option to renormalize mipmaps when generating them for normalmaps.Juan Linietsky2018-04-291-1/+1
|/ | | | Reduces some aliasing.
* change to clang formatNeil Graham2018-02-241-1/+1
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* add Image::bumpmap_to_normalmap conversion functionNeil Graham2018-02-211-0/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Revert "Add missing image format RGB10A2. Fixes #14964"Juan Linietsky2018-01-031-1/+0
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* Merge pull request #15051 from binbitten/bug-fixesRémi Verschelde2018-01-031-0/+1
|\ | | | | Add missing image format RGB10A2. Fixes #14964
| * Add missing image format RGB10A2. Fixes #14964binbitten2017-12-251-0/+1
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Add functions to image to load a PNG or JPG from a buffer, closes #4024Juan Linietsky2017-12-201-0/+3
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* Improved packed scene previews.Daniel J. Ramirez2017-11-171-0/+1
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add handy get_size() method to Image classAndrii Doroshenko (Xrayez)2017-08-261-0/+1
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* [#9292] Renamed Image.put_pixel() to set_pixel().ducdetronquito2017-07-071-1/+1
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* Added 'blit_rect_mask' for 3.0 toodumitru-stama2017-06-241-0/+1
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* Added two new methods to 3.0 'blend_rect_mask' and 'fill'd2017-06-181-0/+3
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* Merge pull request #9231 from dumitru-stama/constimgGeorge Marques2017-06-161-1/+1
|\ | | | | Fixed a bug in get_pixel not being const
| * Fixed a bug in get_pixel not being constdumitru.stama2017-06-161-1/+1
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* | -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-4/+11
|/ | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* Merge pull request #8548 from tagcup/etc2compJuan Linietsky2017-06-131-4/+4
|\ | | | | Add ETC1/ETC2 compression support though etc2comp.
| * Add ETC1/ETC2 compression support though etc2comp.Ferenc Arn2017-05-311-4/+4
| | | | | | | | | | | | Remove rg-etc1 code. Also updated travis to use ubuntu 14.04. Fixes #8457.
* | -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-2/+2
|/ | | | -Restored resource previews!
* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-5/+3
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* -Added EXR supprot for HDR (no BC6 compression yet though)Juan Linietsky2017-05-261-10/+30
| | | | | | -Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
* Use libsquish to decompress DXT textures.Ferenc Arn2017-05-181-1/+1
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-23/+52
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-1/+1
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-48/+37
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-1/+1
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* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-8/+8
| | | | renamed to PoolVector
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-139/+61
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-139/+61
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working
* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | 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!
* Finalized DynamicFont implementationJuan Linietsky2016-05-291-0/+1
| | | | | | -DynamicFont uses Freetype by default -Editor fonts are now scalable thanks to this -Cleaned up documentation browser and added fonts for this
* ability to shrink all images x2 on loadJuan Linietsky2016-05-041-0/+1
| | | | | this is for extreme cases when running on devices with very low video memory, so you can still retain compatibility.
* -Made editor support SSL certs by default (embedded them)Juan Linietsky2016-03-121-1/+2
| | | | | | | | | -Made asset sharing support https -Many fixes to HTTPRequest -Added an asset installer dialog -Visual cleanups to asset sharing tab -Fixed some issues in ScrollContainer, hope it does not break things -Asset sharing tab is not visible (hidden on purpose) for now.
* remove trailing whitespaceHubert Jarosz2016-03-091-26/+26
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* -Ability to debug video memory usageJuan Linietsky2015-10-211-0/+3
| | | | -Small fix to xml saver (swapping > and <)
* -Added ability to use cubic interpolation on image resize (little more ↵Juan Linietsky2015-10-011-0/+1
| | | | | | quality on non-po2 resizing) -Added ability for exporter to shrink images to non-integer values. Helps if you want to convert your game artwork from 1080->720 or similar
* -fixes to navigation, so edge-merging is more flexible on conflictJuan Linietsky2015-06-011-0/+1
| | | | | | -add tab support to richtextlabel -some click fixes to audio stream resampled -ability to import largetextures (dialog)
* work in progress, resource previewsJuan Linietsky2015-05-311-2/+3
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* Added a PVRTC encoder for iOSJuan Linietsky2015-04-061-0/+1
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* UDP FixesJuan Linietsky2014-11-131-0/+5
| | | | | | | | | | | | | | -=-=-=-=- Curse the day I decided to port UDP code, as it ended up being two nights of work. At least It's done now (I hope). -Fixed UDP Support, API seems stable -Added UDP Chat demo (chat that can lose your packets, heh) -Added helpers to areas and bodies to get list of collided bodies and contained bodies. -Sped up screen/viewport capture code. -Added code to save an image as PNG -Small fix so scripts register their singletons after modules did.
* missing fils from yesterday comit.Juan Linietsky2014-10-031-0/+1
| | | | | must have made some mistake with git, not sure why they were not sent..
* Huge Amount of BugFixJuan Linietsky2014-10-031-0/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Fixes to Collada Exporter (avoid crash situtions) -Fixed to Collada Importer (Fixed Animation Optimizer Bugs) -Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy -Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode. -Added proper trigger support for 3D Physics shapes -Changed proper value for Z-Offset in OmniLight -Fixed spot attenuation bug in SpotLight -Fixed some 3D and 2D spatial soudn bugs related to distance attenuation. -Fixed bugs in EventPlayer (channels were muted by default) -Fix in ButtonGroup (get nodes in group are now returned in order) -Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK -Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot -Fixed options for Y-Fov and X-Fov in camera, should be more intuitive. -Fixed bugs related to viewports and transparency Huge Amount of New Stuff: -=-=-=-=-=-=-=-==-=-=-=- -Ability to manually advance an AnimationPlayer that is inactive (with advance() function) -More work in WinRT platform -Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC -Added Anisotropic filter support to textures, can be specified on import -Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap. -Added Isometric Dungeon demo. -Added simple hexagonal map demo. -Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore. -Added an Object-Picking API to both RigidBody and Area! (and relevant demo)