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* A typo in ShaderCompilerGLES2 constructor code '==' used instead of '='nemerle2018-06-131-1/+1
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* Style: Apply clang-format (5.0) to some missed filesRémi Verschelde2018-05-311-1/+0
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* Fix UWP build after #14622.bruvzg2018-05-181-2/+2
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* Merge pull request #14622 from bruvzg/non-rectangular-windowsHein-Pieter van Braam2018-05-081-1/+48
|\ | | | | Experimental support for windows with per-pixel transparency.
| * Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg2018-04-071-1/+48
| | | | | | | | Windows).
* | Merge pull request #18495 from Zylann/partial_texture_updateJuan Linietsky2018-05-072-0/+6
|\ \ | | | | | | Added partial texture update to VisualServer
| * | Added partial texture update to VisualServerMarc Gilleron2018-04-292-0/+6
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* | | Skeleton for 2D WIPJuan Linietsky2018-05-032-0/+5
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* | Merge pull request #17421 from Chaosus/fixshaderbugsJuan Linietsky2018-04-081-3/+3
|\ \ | |/ |/| Fix few bugs in shader definitions
| * Fix few bugs in shader definitionsChaosus2018-03-101-3/+3
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* | s/2017/2018/g for gles2, websocket, linux appdataPoommetee Ketson2018-03-2112-24/+24
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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.
* Merge pull request #17173 from karroffel/gles2-line-rendering-fixRémi Verschelde2018-03-021-1/+3
|\ | | | | fix GLES2 line rendering
| * fix GLES2 line renderingkarroffel2018-03-021-1/+3
| | | | | | | | fixes #17147
* | GLES2 renderer support on macOS.bruvzg2018-03-021-1/+5
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* add GLES 2 renderer for 2Dkarroffel2018-03-0131-0/+12174
| | | | | | | | 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 Verschelde2017-08-2715-17109/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-278-8/+8
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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 declarationTwistedTwigleg2017-08-164-40/+40
| | | | 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 Ketson2017-07-083-11/+10
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* Some changes to dual paraboloid envmap generation, fixes somme bleedingJuan Linietsky2017-07-051-11/+8
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* Add normalmap support for drawing in all low level primitives. Only added ↵Juan Linietsky2017-06-171-14/+5
| | | | support in Sprite so far.
* 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 Verschelde2017-04-088-0/+8
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* New particle system, mostly working, some small features missing.Juan Linietsky2017-04-062-6/+6
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* Fix typos in source code using codespellRémi Verschelde2017-03-242-4/+4
| | | | From https://github.com/lucasdemarchi/codespell
* A Whole New World (clang-format edition)Rémi Verschelde2017-03-058-5821/+4979
| | | | | | | | | | | | | | | | | | | | | | | | 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..
* Correct hash behavior for floating point numbersHein-Pieter van Braam2017-02-161-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | This fixes HashMap where a key or part of a key is a floating point number. To fix this the following has been done: * HashMap now takes an extra template argument Comparator. This class gets used to compare keys. The default Comperator now works correctly for common types and floating point numbets. * Variant implements ::hash_compare() now. This function implements nan-safe comparison for all types with components that contain floating point numbers. * Variant now has a VariantComparator which uses Variant::hash_compare() safely compare floating point components of variant's types. * The hash functions for floating point numbers will now normalize NaN values so that all floating point numbers that are NaN hash to the same value. C++ module writers that want to use HashMap internally in their modules can now also safeguard against this crash by defining their on Comperator class that safely compares their types. GDScript users, or writers of modules that don't use HashMap internally in their modules don't need to do anything. This fixes #7354 and fixes #6947.
* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-3/+6
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-162-3/+3
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* Merge pull request #7513 from djrm/compilation_fixRémi Verschelde2017-01-153-14/+14
|\ | | | | Matrix32 -> Transform2D
| * Matrix32 -> Transform2DDaniel J. Ramirez2017-01-133-14/+14
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* | Style: Fix whole-line commented codeRémi Verschelde2017-01-145-102/+107
|/ | | | | 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.
* Type renames:Juan Linietsky2017-01-111-2/+2
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* 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 Verschelde2017-01-024-34/+45
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Screen space reflection effectJuan Linietsky2016-11-291-0/+10
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| * -Added ViewportContainer, this is the only way to make viewports show up in ↵Juan Linietsky2016-10-051-0/+1
| | | | | | | | | | | | | | GUI now -2D editing now seems to work -Added some functions and refactoring to Viewport
| * Begining of GLES3 renderer:Juan Linietsky2016-10-033-34/+34
| | | | | | | | | | | | | | | | -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 Verschelde2017-01-018-8/+8
| | | | | | | | | | | | | | | | 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!
* | style: Various other PEP8 fixes in Python filesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E7`, fixes: - E701 - Put colon-separated compound statement on separate lines. - E702 - Put semicolon-separated compound statement on separate lines. - E703 - Put semicolon-separated compound statement on separate lines. - E711 - Fix comparison with None. - E712 - Fix (trivial case of) comparison with boolean. - E713 - Fix (trivial case of) non-membership check. - E721 - Fix various deprecated code (via lib2to3).
* | style: Start applying PEP8 to Python files, indentation issuesRémi Verschelde2016-11-011-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Done with `autopep8 --select=E1`, fixes: - E101 - Reindent all lines. - E112 - Fix under-indented comments. - E113 - Fix over-indented comments. - E115 - Fix under-indented comments. - E116 - Fix over-indented comments. - E121 - Fix a badly indented line. - E122 - Fix a badly indented line. - E123 - Fix a badly indented line. - E124 - Fix a badly indented line. - E125 - Fix indentation undistinguish from the next logical line. - E126 - Fix a badly indented line. - E127 - Fix a badly indented line. - E128 - Fix a badly indented line. - E129 - Fix a badly indented line.
* | SCsub: Add python shebang as a hint for syntax highlightingRémi Verschelde2016-10-172-0/+4
| | | | | | | | Also switch existing shebangs to "better" /usr/bin/env python.