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* Fix for canvas_draw_polygon on webgl.V.VamsiKrishna2015-03-212-14/+101
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* Revert "Revert "Missed some things in prev commit.""V.VamsiKrishna2015-03-202-1/+5
| | | | This reverts commit 2e59788aa9be6dab49e06588fcb1cf812e55a0cf.
* Revert "Revert "Removing etc1 from build for javascript platform.""V.VamsiKrishna2015-03-201-4/+0
| | | | This reverts commit 9965e93f7eb7297490de597cc8ed8e18b4ba2872.
* Revert "Missed some things in prev commit."V.VamsiKrishna2015-03-202-5/+1
| | | | This reverts commit d3280f91a13da6c106f95c289c095714c638d201.
* Revert "Removing etc1 from build for javascript platform."V.VamsiKrishna2015-03-201-0/+4
| | | | This reverts commit 41b729ccff74e5a9154bee7db0d36ffd74641eae.
* Missed some things in prev commit.V.VamsiKrishna2015-03-202-1/+5
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* Removing etc1 from build for javascript platform.V.VamsiKrishna2015-03-201-4/+0
| | | | | | | Based on inputs from reduz 1) Made etc1 optional driver and default yes. 2) Reverted the hack in rg_etc1.cpp 3) Disabled etc1 for javascript plaform.
* Fix for newer gcc. Picked from GoogleCodeV.VamsiKrishna2015-03-191-1/+1
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* Fix Javascript build.V.VamsiKrishna2015-03-191-0/+7
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* New option to send canvas to render bufferJuan Linietsky2015-03-162-17/+37
| | | | | allows to use 3D environment effects for post processing such as Glow, Bloom, HDR, etc. in 2D.
* Update file_access_windows.cpp for mingw cross-compileMatthew Hughes2015-03-151-2/+4
| | | Cross compiling on linux failed on this file. Changing case of the windows.h and shlwapi.h allows mingw to find these headers but setting WINVER 0x0500 is needed for the compiler to find ReplaceFileW
* back buffer copy node, to improve on texscreen()Juan Linietsky2015-03-121-8/+54
| | | | back buffer copy node and respective demo
* 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 Linietsky2015-03-027-44/+823
| | | | | | | | | | 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 Olsson2015-02-114-17/+80
| |\ \ | | | | | | | | | | | | | | | | 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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* | / fix build on freebsdsambler2015-01-272-2/+25
| |/ |/| | | | | | | | | | | Add some needed includes Provide freebsd variation of get_executable_path Provide variation of execv so that either full path or appname to be found within $PATH can be used
* | 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
* Merge branch 'master' of https://github.com/okamstudio/godotJuan Linietsky2015-01-102-3/+3
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| * fix saving texture flags to *.png.flags file, closes #399Dana Olson2015-01-101-2/+2
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| * OS X: Add keyboard layout detection and fix buildRhody Lugo2015-01-081-1/+1
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* | 2D Rewrite Step [1]Juan Linietsky2015-01-107-7249/+214
|/ | | | | | | | -=-=-=-=-=-=-=-=-=- -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