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* | Properly fix blend equations for both transparent and non transparent ↵Juan Linietsky2018-01-111-5/+23
| | | | | | | | framebuffers. Closes #15047
* | Fixed graphic artifact caused by anisotropic filterAndreaCatania2018-01-111-2/+2
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* | Merge pull request #15555 from BastiaanOlij/clamp_blendsRémi Verschelde2018-01-101-2/+2
|\ \ | | | | | | Clamp blend to fix screen space reflections
| * | Clamp blend to fix screen space reflectionsBastiaan Olij2018-01-101-2/+2
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* | | Merge pull request #15553 from AlmightyScientist/issue-15453Rémi Verschelde2018-01-101-1/+1
|\ \ \ | | | | | | | | Shader Language: Fixes EXTRA_MATRIX undefined.
| * | | Shader Language: Fixes EXTRA_MATRIX undefined.AlmightyScientist2018-01-101-1/+1
| |/ / | | | | | | | | | Fixes #15453.
* / / Fix stretch aspect keep modevolzhs2018-01-101-1/+1
|/ / | | | | | | | | Fix #15407 Fix #15514
* | Fix shader compile error on Androidvolzhs2018-01-091-1/+1
| | | | | | | | | | | | **ERROR**: EffectBlurShaderGLES3: Fragment Program Compilation Failed: 23:191: S0001: Type mismatch, cannot convert from 'int' to 'float' At: drivers/gles3/shader_gles3.cpp:168:_display_error_with_code() - EffectBlurShaderGLES3: Fragment Program Compilation Failed:
* | removed unused project setting rendering/quality/depth_prepass/disableJerome670002018-01-081-2/+0
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* properly blend interior and exterior ambient in reflection probes, fixes #14695Juan Linietsky2018-01-061-1/+1
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* Properly dispose of instance capture data, fixes #14795Juan Linietsky2018-01-061-0/+2
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* Use better initialization value for normalmap, fixes #14720Juan Linietsky2018-01-061-1/+1
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* Ensure depth reads go via alpha render list, fixes #14759Juan Linietsky2018-01-063-2/+5
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* Improve detection of variable writing in shader, fixes #15177Juan Linietsky2018-01-062-33/+31
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* Fix dual paraboloid shadow maps, closes #14487Juan Linietsky2018-01-051-2/+1
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* Fixed GIProbe blending, closes #15164Juan Linietsky2018-01-051-3/+3
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-0512-0/+12
| | | | | | 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.
* found via cppcheck:firefly24422018-01-031-1/+1
| | | | | | | remove code that will never run make definition and declaration names for parameters match change floats that were being set to bool values remove pointer that is never used
* Merge pull request #15170 from ibrahn/fix-particle-leakRémi Verschelde2018-01-041-0/+4
|\ | | | | RasterizerStorageGLES3, delete particle objects freed by RID
| * RasterizerStorageGLES3, delete particle objects freed by RIDIbrahn Sahir2018-01-031-0/+4
| | | | | | | | fixes #15151
* | Revert "Add missing image format RGB10A2. Fixes #14964"Juan Linietsky2018-01-031-8/+1
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* | Merge pull request #15051 from binbitten/bug-fixesRémi Verschelde2018-01-031-1/+8
|\ \ | | | | | | Add missing image format RGB10A2. Fixes #14964
| * | Add missing image format RGB10A2. Fixes #14964binbitten2017-12-251-1/+8
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* | | Some fixes to improve precision and speed on Android. Fixes precision issues ↵Juan Linietsky2018-01-022-2/+12
| | | | | | | | | | | | on Mali and PowerVR.
* | | Update copyright statements to 2018Rémi Verschelde2018-01-0112-24/+24
| |/ |/| | | | | Happy new year to the wonderful Godot community!
* | Merge pull request #14971 from mrcdk/particles_emittingNoshyaar2017-12-272-0/+9
|\ \ | | | | | | Set particles emitting to false when particles finish emitting with one-shot enabled
| * | Set particles emitting to false when particles finish emitting with one-shot ↵MrCdK2017-12-232-0/+9
| |/ | | | | | | enabled
* | Fixed proper texture binding for sprite material, fixes #13987Juan Linietsky2017-12-262-2/+14
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* | Property apply shader parameters, even when materials are being reused, ↵Juan Linietsky2017-12-261-6/+9
| | | | | | | | fixes #14012
* | Merge pull request #14796 from AlmightyScientist/issue-14552Juan Linietsky2017-12-261-1/+1
|\ \ | | | | | | Shader Language: Fix Vertex Lighting artifacts.
| * | Shader Language: Fix Vertex Lighting artifacts.Enzo Nocera2017-12-181-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | - When using Direction Lighting along with Vertex Lighting, putting a SpatialMaterial Roughness to 1.0 causes artifacts to appear. (#14552) Fixes #14552.
* | | Fix sidedness check in material. Also remove SIDE built-in.Juan Linietsky2017-12-262-2/+3
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* | Change skeleton processing to work on global coordinates, should help fix ↵Juan Linietsky2017-12-211-47/+45
| | | | | | | | many import problems from Blender, GLTF2, etc.
* | Propertly deinitialize sampler FBO/Texture, fixes #14586,#14805Juan Linietsky2017-12-191-0/+1
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* | Fix pixel snap not being used in 3.0Guilherme Silva2017-12-192-1/+3
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* Merge pull request #14794 from endragor/remove-debug-logsRémi Verschelde2017-12-181-1/+0
|\ | | | | Remove debug logs that are of no use to end users
| * Remove debug logs that are of no use to end usersRuslan Mustakov2017-12-181-1/+0
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* | Cleanup some #if 0'd codeRémi Verschelde2017-12-173-73/+0
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* | Don't glBindTexture() on viewports without effectsHein-Pieter van Braam2017-12-161-1/+1
| | | | | | | | | | | | | | @reduz said there was another place that needed to be checked for a similar issue but I have to admit I didn't understand. This fixes #13337
* | Merge pull request #14614 from vitrig/fix-immediate-geometry-acts-strangelyJuan Linietsky2017-12-161-2/+2
|\ \ | |/ |/| Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceTool
| * Fix #14564 ImmediateGeometry normals act strangely compared to SurfaceToolPrzemyslaw Czarnota2017-12-131-2/+2
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* | Fixes built-In "LIGHT" causing fragment compilation errorArnaud PEZEL2017-12-141-0/+1
| | | | | | | | Add a rename for shader LIGHT built-in, Fix bug #14537
* | -Add lightmapperJuan Linietsky2017-12-145-25/+256
| | | | | | | | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* | Fix usage of signed type in skeleton shaderRémi Verschelde2017-12-101-5/+7
|/ | | | | The resulting primitive is drawn as GL_UNSIGNED_SHORT, so uvec4 should be used. Fixes #12804.
* PropertyEditor: Filter out resource_local_to_sceneRémi Verschelde2017-12-101-1/+0
| | | | | This lets the empty "Global" category disappear again. Also silence a debug print.
* -Ability to and unwrap lightmap coordinates on importJuan Linietsky2017-12-091-2/+21
| | | | | | | | -Added unwrap functionality to Mesh -Ability to display and debug mesh UVs -Added multiline draw, so it's easier and faster to draw UVs -Many fixes to SurfaceTool -Fixes to Thekla Unwrap, but it's a piece of ass and it keeps crashing. Will have to go away
* Merge pull request #13341 from scayze/interp_v2Rémi Verschelde2017-12-091-2/+13
|\ | | | | Added interpolation qualifiers to shaderlang
| * Added interpolation modifiers to shaderlangScayze2017-11-271-2/+13
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* | Merge pull request #13424 from MillionOstrich/particles-pause-fixRémi Verschelde2017-12-091-1/+1
|\ \ | | | | | | Stop particles resetting on pause.
| * | Stop particles resetting on pause.MillionOstrich2017-11-301-1/+1
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