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* New Demo, Screen Space ShadersJuan Linietsky2015-03-101-0/+8
| | | | | -Fixes to screen space shaders. -Fixes to isometric light demo.
* lot of work on 2D lighting and isometric mapsJuan Linietsky2015-03-093-96/+111
| | | | | added a new demo, isometric_light that does full isometric sorting, lights, shadows, etc.
* time was not being set properly with the rest of the uniforms.Juan Linietsky2015-03-021-5/+7
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* support for 2D shadow castersJuan Linietsky2015-03-025-40/+806
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* changed the blending function when using a transparent render target so that ↵romulox_x2015-03-011-9/+54
| | | | it blends properly
* changed viewport clearing to use the alpha value of the clear color, and ↵romulox_x2015-02-211-1/+1
| | | | made the transparent bg option of viewport force a clear color of 0,0,0,0
* Merge pull request #1369 from not-surt/tile_rotationJuan Linietsky2015-02-212-4/+7
|\ | | | | Tile Rotation
| * Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-151-52/+62
| |\ | | | | | | | | | | | | Conflicts: scene/2d/tile_map.cpp
| * | Reorder tile transforms so transpose occurs before flips. Much more ↵Carl Olsson2015-02-131-3/+3
| | | | | | | | | | | | intuitive for flipping transposed tiles.
| * | Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-112-15/+55
| |\ \ | | | | | | | | | | | | | | | | Conflicts: demos/2d/polygon_path_finder_demo/.fscache
| * \ \ Merge branch 'master' of https://github.com/okamstudio/godotCarl Olsson2015-02-024-27/+71
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| * | | | Working TileMap tile transpose transform.Carl Olsson2015-02-022-4/+7
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* | | | | support for light and normal mapping in 2DJuan Linietsky2015-02-184-200/+412
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* | | | -resolved shader set parameter bug, closes #1361Juan Linietsky2015-02-141-52/+62
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* | | fixes to skinned bufferJuan Linietsky2015-02-102-7/+16
| | | | | | | | | | | | | | | should avoid targets with large objects using morphs also skinned buffer size is properly customizable on project settings.
* | | ability to customize max render elementsJuan Linietsky2015-02-092-6/+29
| | | | | | | | | | | | should close #1339
* | | Merge pull request #1281 from sanikoyes/Pr-fix-rtt-filtersJuan Linietsky2015-02-091-2/+10
|\ \ \ | |_|/ |/| | Pr-fix-rtt-filters
| * | Fix filter options not works in render target texturesanikoyes2015-01-201-2/+10
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* | fixed world vertex issues in canvas item shaderJuan Linietsky2015-01-212-8/+8
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* | Fixed bug in 3D materialJuan Linietsky2015-01-201-3/+6
| | | | | | | | textures that failed to load should now load again properly
* | Fixes to texscreen, fixes to white testcubeJuan Linietsky2015-01-201-4/+15
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* | Visual Shader Editing for 2DJuan Linietsky2015-01-204-17/+47
|/ | | | Editing 2D shaders with visual editor seems to work now.
* Color Ramp and Curve Map added to visual shader editing.Juan Linietsky2015-01-191-4/+5
| | | | | Added Color Ramp and Curve Map to shader nodes. Fixed an issue that crashed Godot Editor right when opened.
* Add missing shader function: refractsanikoyes2015-01-141-0/+1
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* -begin work on unidirectional collision detectionJuan Linietsky2015-01-134-1/+26
| | | | | -fixed performance issue in new 2D engine -texscreen() working in shader 2D
* -fixed issue with shader not being reset on layers, closes #1199Juan Linietsky2015-01-122-24/+21
| | | | -ability for shader to use parent shader and params, closes #1198
* -Initial working(?) implementation of shaders for 2D. Lighting still not ↵Juan Linietsky2015-01-125-6/+99
| | | | | | | there though. Check for reference: https://github.com/okamstudio/godot/wiki/shader
* 2D shader progressreduz2015-01-112-4/+26
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* -Initial (untested) implementation of 2D shaders. Probably broken, will be ↵Juan Linietsky2015-01-115-5/+301
| | | | | | fixed later. -fixed issue of opacity not working
* 2D Rewrite Step [1]Juan Linietsky2015-01-102-0/+212
| | | | | | | | -=-=-=-=-=-=-=-=-=- -Moved drawing code to a single function that takes linked list (should make it easier to optimize in the future). -Implemented Z ordering of 2D nodes. Node2D and those that inherit have a visibility/Z property that affects drawing order (besides the tree order) -Removed OpenGL ES 1.x support. Good riddance!
* Fixes to GraphEdit:Juan Linietsky2015-01-081-0/+3
| | | | | | | | -Working area is bigger now, solves #1148 -Using Position now works, fixes #1141 -RGB ops now work, fixes #1139 -Missing bindings to GraphEdit and GraphNode added -Shader Graph Editor Shows errors on cyclic links and missing connections
* -Visual Shader Editing Finished, PLEASE TEST!Juan Linietsky2015-01-072-30/+29
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* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-01-031-1/+3
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| * -added new code completion guess locations, closes #1032Juan Linietsky2015-01-031-1/+1
| | | | | | | | -moved commandline fix to mingw-only, should fix #1064
| * -fixed issue with denormals in half precission, closes #1073Juan Linietsky2015-01-031-1/+3
| | | | | | | | -added h_offset and v_offset to 3D Camera, should allow to do the same as in #1102
* | -Work in progress visual shader editor *DOES NOT WORK YET*Juan Linietsky2015-01-031-2/+1
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* -proper minimum size computation for TabContainerJuan Linietsky2015-01-021-2/+5
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* Merge pull request #998 from sanikoyes/Pr-fix-gles2-canvas_draw_polygonJuan Linietsky2015-01-021-1/+8
|\ | | | | Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some devi...
| * Fix RasterizerGLES2::canvas_draw_polygon can't work correct at some ↵sanikoyes2014-12-191-1/+8
| | | | | | | | | | | | devices(like Sumsung Note2) in some devices, gpu doe's not support uint(32bit) indies
* | -ability to set default textures in shader (needed for visual shader editing)Juan Linietsky2014-12-212-1/+51
|/ | | | | | -work in progress new graph system (will replace current one) -crash fix in s3m loader (out of bounds acess) -fixed vbox overriding of separation (fixes empty line between section tabs)
* Small batch of fixesJuan Linietsky2014-12-151-1/+1
| | | | | | | -=-=-=-=-=-=-=-=-=-= -Fixed looping error in AudioStreamResampled -winrt port progress -fixes in material in ambient light
* Batch of BugfixesJuan Linietsky2014-12-072-2/+4
| | | | | | | | | | | | | | | | | | | | | | -=-=-=-=-=-=-=-=- -Fixed Export UV XForm (should work now). #923 -Fixed enforcement of limits in property editor. #919 -Fixed long-standing bug of export editings in script inheritance. #914, #859, #756 -Fixed horrible error reporting in shader language. #912 -Added kinematic collision with plane (please test well). #911 -Fixed double animation track insert when using 2D rigs. #904 -VKey updates offset parameter in sprite edition. #901 -Do not allow anymore a script to preload itself. (does not fix #899, but narrows it down) -Avoid connection editor from overriding selected text. #897 -Fixed timer autostart. #876 -Fixed collision layers in 3D physics. #872 -Improved operators in shader #857 -Fixed ambient lighting bug #834 -Avoid editor from processing gamepad input #813 -Added not keyword #752 Please test!
* UDP FixesJuan Linietsky2014-11-131-4/+17
| | | | | | | | | | | | | | -=-=-=-=- 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.
* 3D Import Import & UDPJuan Linietsky2014-11-121-0/+5
| | | | | | | | | -=-=-=-=-=-=-=-=-=-=- -Animation Import filter support -Animation Clip import support -Animation Optimizer Fixes, Improvements and Visibile Options -Extremely Experimental UDP support.
* Bug FixesJuan Linietsky2014-11-022-68/+95
| | | | | | | | | | | | | | | | -=-=-=-=- -Fixed problem with scaling shapes (#827), related to not taking scale in consideration for calculating the moment of inertia -Added support for multiline strings (or comments) using """ -Save subscene bug, properties not being saved in root node (#806) -Fix Crash in CollisionPolygon2DEditor (#814) -Restored Ability to compile without 3D (#795) -Fix InterpolatedCamera (#803) -Fix UV Import for OBJ Meshes (#771) -Fixed issue with modifier gizmos (#794) -Fixed CapsuleShape gizmo handle (#50) -Fixed Import Button (not properly working in 3D) (#733) -Many misc fixes (though no new features)
* -Much improvement to baked light bakerJuan Linietsky2014-10-273-20/+224
| | | | | | | -Fixed many bugs in stretch mode -Fixes to camera project and unproject as consequence of the above -added setget to script (documented in script doc) -more fixes to collada exporter for blender
* FixesJuan Linietsky2014-10-142-1/+5
| | | | | | | | | -=-=- -Fixed normalmap depth parameter -Fixes to DirAccess on Windows -Double click on resource dock will open them -Fixes to doc generator (should make github wiki on class list more up to date)
* fix view dependent problem in normal mappingromulox_x2014-10-141-1/+1
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* ColladaJuan Linietsky2014-10-144-1/+25
| | | | | | | | | | | | -=-=-=- -Fixed some DAE import & export bugs -Changed Collada exporter to use the mesh loops API -Added tangent export to Collada exporter -Added triangulation option to Collada exporter -Changed a little how normalmaps are handled in shader. Not sure if it's working properly, be careful. -Fixed some strange bug with kinematic bodies #776 -Fix release compilaiton issues #782
* Little BitsJuan Linietsky2014-10-122-14/+173
| | | | | | | | | | | | | | | | | | | -=-=-=-=-=- -fix duplicate function bug when creating script callback in editor -fix bug where hiding lights does not work -fix 2D audio listener bug (romulox_x reported) -fix exported properties with inheritance bug -fix timer autostart (make it not work on editor) -reactivate first camara found if viewport runs out of active camera -option to hide gizmos in viewport -changed skeleton gizmo because it sucks -Make convex shapes using CollisionShape visible (use quickhull class) -fix up menu when editing a mesh, to export collision, navmesh, convex, etc. from it. -make a menu option to show SRGB in 3D editor views by default -make option to edit default light direction in viewport settings -make option to edit default ambient light in viewport settings -make software conversion of linear->RGB if hardware support not found