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path: root/drivers/gles2/rasterizer_gles2.cpp
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* Fix UWP build after #14622.bruvzg2018-05-181-2/+2
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* Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg2018-04-071-1/+48
| | | | Windows).
* s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson2018-03-211-2/+2
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* Add GL_ARB_framebuffer_object extension support check and ↵bruvzg2018-03-051-22/+51
| | | | | | GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
* GLES2 renderer support on macOS.bruvzg2018-03-021-1/+5
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* add GLES 2 renderer for 2Dkarroffel2018-03-011-0/+383
| | | | | | | | This commit adds a new rendering backend, GLES2, and adds a project setting to enable it. Currently this backend can only be used on the X11 platform, but integrating into other platforms is planned.
* Dead code tells no talesRémi Verschelde2017-08-271-10766/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Removed unnecessary assignmentsWilson E. Alvarez2017-08-211-1/+0
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-9/+9
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* Synchronize parameter names in definition and declarationTwistedTwigleg2017-08-161-33/+33
| | | | Fixes #10244.
* Clang-formatting *.cpp and *.h (some files excluded)Poommetee Ketson2017-07-221-1/+1
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-4/+4
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-2/+2
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-3/+3
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-2/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-061-3/+3
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* Fix typos in source code using codespellRémi Verschelde2017-03-241-3/+3
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-4363/+3622
| | | | | | | | | | | | | | | | | | | | | | | | 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
* -renamed globals.h to global_config.cpp (this seems to have caused a few ↵Juan Linietsky2017-02-211-1/+1
| | | | | | modified files) -.pck and .zip exporting redone, seems to be working..
* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-2/+2
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* Merge pull request #7513 from djrm/compilation_fixRémi Verschelde2017-01-151-10/+10
|\ | | | | Matrix32 -> Transform2D
| * Matrix32 -> Transform2DDaniel J. Ramirez2017-01-131-10/+10
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-141-86/+90
|/ | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-45/+45
| | | | renamed to PoolVector
* -Changed most project settings in the engine, so they have major and minor ↵Juan Linietsky2017-01-051-3/+3
| | | | | | | | categories. -Changed SectionedPropertyEditor to support this -Renamed Globals singleton to GlobalConfig, makes more sense. -Changed the logic behind persisten global settings, instead of the persist checkbox, a revert button is now available
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-30/+30
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-30/+30
| | | | | | | | | | | | | | | | -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!
* Merge pull request #6605 from zaps166/old-gl-ext-funcsRémi Verschelde2016-10-031-1/+39
|\ | | | | Add compatibility with old OpenGL 2.1 drivers
| * Add compatibility with old OpenGL 2.1 driversBłażej Szczygieł2016-09-251-1/+39
| | | | | | | | | | | | | | | | | | | | | | 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
* | Limit directional shadow draw distance, fixes #559, optimization (#1991)mookiexl2016-10-031-3/+10
| | | | | | | | * Shadow fadeout exponent hardcoded for now, should be user configurable. * optimization - skip shadows outside visible range
* | Merge pull request #6606 from zaps166/don-crash-on-unsupported-glRémi Verschelde2016-10-031-2/+3
|\ \ | | | | | | Don't crach when OpenGL version is unsupported
| * | Don't crach when OpenGL version is unsupportedBłażej Szczygieł2016-09-251-2/+3
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* / Don't crash in "_process_hdr()" if "framebuffer.luminance" is emptyBłażej Szczygieł2016-09-251-0/+4
|/ | | | | If "glFramebufferTexture2D()" fails on old drivers the Vector is empty. Don't allow to read from empty Vector (NULL pointer).
* removed redundant assign operation in mesh_add_surface: elem_count is ↵knd2016-09-211-4/+0
| | | | reassigned a value before the old one has been used.
* Merge pull request #6414 from RandomShaper/improve-shader-shadowRémi Verschelde2016-09-171-2/+2
|\ | | | | Expose additional light/shadow properties to canvas item shaders
| * Rename misleading definePedro J. Estébanez2016-09-071-2/+2
| | | | | | | | The macro USE_LIGHT_SHADOW_COLOR actually was being defined when the shader used SHADOW (the output shadow color), not the shadow color set for the light so it's better named USE_OUTPUT_SHADOW_COLOR. In 3D there's not that difference but renaming as well for consistency.
* | Merge pull request #5962 from Alex-doc/Y_billboardJuan Linietsky2016-09-101-1/+16
|\ \ | | | | | | Implements Y billboard
| * | Implements Y billboardAlex Piola2016-08-011-1/+16
| | | | | | | | | | | | Y billboard wasn't hooked up. This commit implements it.
* | | Merge pull request #6363 from vnen/winrtJuan Linietsky2016-09-101-1/+9
|\ \ \ | |_|/ |/| | Fix the support for WinRT/UWP
| * | Fix drivers coding for WinRTGeorge Marques2016-09-031-1/+9
| |/ | | | | | | | | | | | | - Add a proper function to retrieve IP addresses. - Solve issues with Windows FileAccess and DirAccess to use the same code for WinRT. - Add patches to the GLES2 rasterizer to workaround ANGLE issues.
* / More visual script improvementsJuan Linietsky2016-08-301-2/+12
|/ | | | | | -Added anti-aliasing on lines -Improved draw performance enormously -Removed sequence ports for most nodes, current visual scripts will likely be broken now. Sorry!
* GLES2: Check for GPU capabilities to display an errorRémi Verschelde2016-07-251-1/+10
| | | | | | | | The engine will still segfault, but the error message should be displayed by the OS in a blocking manner, so that it will only crash once users have acknowledged the error dialog. Closes #1162.
* Removed unused variables (first pass)Rémi Verschelde2016-07-071-30/+4
| | | | Fixes various gcc 5.4.0 warnings for -Wunused-variable and -Wunused-but-set-variable
* Add texture region support for stylebox renderGeequlim2016-06-051-20/+25
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* Changed import workflowJuan Linietsky2016-05-271-3/+4
| | | | | | | | | | | | | | | | -Rearrange favorites in fs dock with drag and drop -Removed import -> sub-scene, moved to scenetree contextual menu -Removed import -> re-import , moved and integrated to FS dock -Added ability in FS dock to re-import more than one resource simultaneously -Added ability to drag from native filesystem explorer to Godot, only works on Windows though -Removed scene reimport merge options, never worked well. Eventually merging materials should be re-added -Added ability to set custom root node type when importing scenes -Re-Import is now automatic, can be configured back to manual in editor settings -Added resource previews in property list for many resource types
* missing default valueJuan Linietsky2016-05-041-1/+1
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* fix to avoid video texture scalingJuan Linietsky2016-05-041-1/+1
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