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path: root/drivers/gles3/rasterizer_gles3.cpp
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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/+47
|\ | | | | Experimental support for windows with per-pixel transparency.
| * Experimental support for windows with per-pixel transparency (macOS, X11 and ↵bruvzg2018-04-071-1/+47
| | | | | | | | Windows).
* | Fixes logically dead code (Coverity)Crazy-P2018-04-211-2/+0
|/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes reported logically dead codes by Coverity * image.cpp: Doesn't really need any modification. But to remove the bug report then we have to move the MAX call away from the for loop statement. * rasterizer_gles3.cpp: Removes unnecessary elif condition since it is checked earlier in the function * collada.cpp: If stamement never reached due to macro ERR_CONTINUE does the same. * navigation_mesh.cpp: Variables should always be null - however, also checked for the very same condition in their function call. Leaving this for review (whether the function call is necessary or not) * path_editor_plugin.cpp: If cancel is true, then it should restore the edited value to the original provided. http://docs.godotengine.org/en/3.0/classes/class_editorspatialgizmo.html#class-editorspatialgizmo-commit-handle * spatial_editor_gizmos.cpp: the very condition of i >= 3 is predetermined in the if case right before it. Thus case 1 is always '1' and case 2 is always '-1' * grid_map_editor.cpp: Same as above in spatial_editor_gizmos.cpp * voxel_light_baker.cpp: Same as above in spatial_editor_gizmos.cpp * visual_server.cpp: Same as above in spatial_editor_gizmos.cpp * visual_script_expression.cpp: char '-' is already true in the switch case mechanism. Thus it can never reach to default case. * particles.cpp: Case 'PARAM_MAX' is unreachable due to index checking right before the switch execution. * shader_language.cpp: Invalid index is handled in switch default case. `type < TYPE_FLOAT && type > TYPE_VEC4` -> `(type < TYPE_FLOAT || type > TYPE_VEC4`) Fixes the "always false problem" in TODO comment.
* Fixed several leaks in VisualServerScene, RasterizerSceneGLES3 and ↵Wilson E. Alvarez2018-03-131-0/+1
| | | | RasterizerGLES3
* Add GL_ARB_framebuffer_object extension support check and ↵bruvzg2018-03-051-17/+19
| | | | | | GL_EXT_framebuffer_object fallback for GLES2 (updated GLAD bindings). Add GL_ARB_debug_output extension support check on all platforms.
* Fix stretch aspect keep modevolzhs2018-01-101-1/+1
| | | | | Fix #15407 Fix #15514
* 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.
* Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky2018-01-021-0/+10
| | | | on Mali and PowerVR.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Cleanup some #if 0'd codeRémi Verschelde2017-12-171-37/+0
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* Merge pull request #13264 from zatherz/feature/projectsettings_limitsJuan Linietsky2017-11-261-1/+2
|\ | | | | Add range to anisotropic filter level
| * Add range to anisotropic filter level (1 to 16 with integer steps)Zatherz2017-11-251-1/+2
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* | Add ability to opt-out buffer swapping in `VS::draw()`Pedro J. Estébanez2017-11-251-2/+5
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* Check whether GL context supports the expected APIRémi Verschelde2017-11-191-23/+16
| | | | | I couldn't test it yet myself (GPU supports GL 4.5), so we'll need to see if it behaves as expected on systems that don't support OpenGL 3.3 or GL ES 3.0.
* Disable OpenGL warnings unless running with -v, closes #7171Juan Linietsky2017-11-131-3/+5
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* Remove performance warnings, closes #11585Juan Linietsky2017-11-061-0/+3
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Added/Fixed null pointer checksWilson E. Alvarez2017-08-261-4/+1
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* sorry, leftover bug fixedJuan Linietsky2017-08-081-5/+6
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* -Made visual server time affected by global time scale, closes #5583Juan Linietsky2017-08-081-1/+14
| | | | -Restored time rollover in visual server
* remove meaningless print line from editor consoleIndah Sylvia2017-08-021-1/+0
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* Several changes to better run in mobile.Juan Linietsky2017-07-221-1/+8
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* -Reorganized all properties of project settings (Sorry, Again).Juan Linietsky2017-07-171-4/+2
| | | | | (Lot's of bloat accumulated, so it was time for clean up.) -Made EditorSettings and ProjectSettings search more useful (search in sections too)
* -Fixed SCREEN_TEXTURE and other related 2D shader parameters.Juan Linietsky2017-06-261-0/+1
| | | | -Fixded BackBuffercopy object
* Restored everything related to information polling, and added information ↵Juan Linietsky2017-06-111-5/+2
| | | | box for viewport.
* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-3/+3
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* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-4/+4
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* Fix compilation for UWPGeorge Marques2017-04-291-1/+1
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* Restored (And auto-generated) splash imageJuan Linietsky2017-04-091-0/+56
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-132/+111
| | | | | | | | | | | | | | | | | | | | | | | | 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
* Add a bunch of missing Godot headers in own filesRémi Verschelde2017-03-051-0/+29
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* -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..
* a ton of bug fixes to the rendererJuan Linietsky2017-02-161-6/+1
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* shadows were not working in-editor for nvidia, fixed nowJuan Linietsky2017-02-061-0/+1
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* Working on compile issues for iOSBastiaanOlij2017-01-161-2/+2
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* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+3
| | | | | 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.
* Merge branch 'master' of https://github.com/godotengine/godotJuan Linietsky2017-01-051-0/+4
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| * First set of changes to fix compilation errors and initialise the gles3 ↵BastiaanOlij2017-01-041-0/+4
| | | | | | | | renderer for Mac OS X. Still broken at this point.
* | -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
* WIP particle systemJuan Linietsky2017-01-011-1/+15
| | | | | | Ability to enable and change MSAA settings Ability to change VCT quality Ability to enable/disable HDR rendering
* fixed a horrible bug on Windows AMD, scenes saved until now in this branchreduz2016-12-241-1/+7
| | | | are no longer valid :(
* can bake for omni and spotlightJuan Linietsky2016-12-221-3/+3
| | | | store normal when baking
* Some BRDF fixesJuan Linietsky2016-12-211-2/+17
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* Godot works on Windows again..reduz2016-12-211-1/+1
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* Screen space reflection effectJuan Linietsky2016-11-291-3/+3
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* WIP immediates and proper buffers swappingJuan Linietsky2016-11-231-2/+1
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* Migrated from GLES to GLAD, fixes many issues.Juan Linietsky2016-11-221-18/+59
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