clayjohn
a345088433
Add background mode keep to GLES2
2020-01-15 15:59:00 -08:00
clayjohn
179193775b
Fix light and multimesh crashes
2020-01-12 17:45:06 -08:00
Rémi Verschelde
815bf761a5
RasterizerCanvas: Use getornull to fetch light occluder polygon
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Fixes #21286 when the occluder is not fully configured.
2020-01-08 11:29:15 +01:00
Hugo Locurcio
0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
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These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).
This closes #28404 .
2020-01-06 00:37:56 +01:00
Rémi Verschelde
94658de1ff
Merge pull request #34794 from clayjohn/GLES2-trimesh-crash
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Fix crash on trimesh_create
2020-01-03 22:53:57 +01:00
clayjohn
906b5e7f3f
Fix crash on trimesh_create by making surface->data available in non-tool builds
2020-01-03 13:39:40 -08:00
Rémi Verschelde
fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
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Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp
1591677eb8
Fixed antialiasing option for Polygon2D
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Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.
Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde
a7f49ac9a1
Update copyright statements to 2020
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Happy new year to the wonderful Godot community!
We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.
Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
clayjohn
28543667fd
Always use 16 bit renderbuffer depth on WebGL
2019-12-19 20:41:32 -08:00
clayjohn
2a694a44cb
fix shadow color in GLES2 by making sRGB
2019-12-15 10:27:31 -08:00
Rémi Verschelde
371de5132c
Merge pull request #34251 from bojidar-bg/32993-lightoccluder-flip
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Flip cull mode when rendering flipped Light2D and LightOccluder2D
2019-12-12 07:33:19 +01:00
Rémi Verschelde
f676d7509e
Merge pull request #34262 from clayjohn/default_point_size
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Add a default POINT_SIZE
2019-12-12 06:45:31 +01:00
Bojidar Marinov
eec7702711
Flip cull mode when rendering flipped Light2D and LightOccluder2D
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Fixes #32993
2019-12-11 23:28:35 +02:00
clayjohn
676f647c74
Add a default POINT_SIZE
2019-12-10 23:08:20 -08:00
Rémi Verschelde
435cced7d8
Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process
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Use renderbuffer depth for post-process buffers when appropriate
2019-12-10 17:16:40 +01:00
clayjohn
fd31cebcbe
Use renderbuffer depth for post-process buffers when appropriate
2019-12-09 22:19:11 -08:00
clayjohn
e8d652f160
Force 32 bit depth buffer for WebGL
2019-12-09 22:14:12 -08:00
Rémi Verschelde
fbfd56c247
GLES2: Fix uninitialized members in ShaderGLES2::Version
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Fixes #34109 .
2019-12-05 09:15:31 +01:00
Rémi Verschelde
10bae7c05b
Merge pull request #33857 from nekomatata/polygon-2d-antialiasing
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Fixed antialiased option for Polygon2D
2019-12-03 07:51:16 +01:00
Rémi Verschelde
65e6efaa3b
Merge pull request #33836 from clayjohn/blinn-fix
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Fix Specular Blinn function
2019-12-03 07:50:37 +01:00
PouleyKetchoupp
f5e81b894a
Removed duplicated conditional in GLES2
2019-11-29 06:32:55 +01:00
PouleyKetchoupp
e6ebc43d72
Fixed antialiased option for Polygon2D / Line2D
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Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.
Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.
Fixes #26823
2019-11-28 22:57:27 +01:00
George Marques
c51fe7f7cd
Use ANGLE multisample extensions for UWP
2019-11-26 13:55:19 -03:00
clayjohn
5ab3b61520
Restructure depth_internalformat code to work on mobile
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This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.
Fixes #33825 .
2019-11-23 18:08:19 -08:00
Rémi Verschelde
bb1d75f55e
glTexImage2D: Fix confusion between format and internal format
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The `format` parameter is similar to `internalFormat` but takes different
values, and especially only `GL_DEPTH_COMPONENT` for depth, without size
specifier.
Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
Fixes a regression from #33278 and another occurrence.
2019-11-23 19:38:31 +01:00
clayjohn
334d41d7cc
Fix Specular Blinn function
2019-11-22 22:03:26 -08:00
clayjohn
4d6737ec73
Fix bugs introduced by IBL fixes
2019-11-20 22:54:44 -08:00
Rémi Verschelde
083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
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Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut
99d8626f4a
Fix some overflows and unitialized variables
2019-11-20 16:22:16 +01:00
Rémi Verschelde
3be6e76f22
Merge pull request #33668 from clayjohn/Fix_environment_mapping_issues
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Fix issues with environment mapping
2019-11-20 08:45:53 +01:00
clayjohn
cd40154890
Fix issues with environment mapping
2019-11-19 22:30:48 -08:00
Rémi Verschelde
7a0228fbba
Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8
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Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 11:12:03 +01:00
Bastiaan Olij
15cd81dc69
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 20:57:18 +11:00
Rémi Verschelde
6536105af2
Merge pull request #33527 from clayjohn/GLES2-bufferdata_optimization
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Improve glBufferSubData usage where safe
2019-11-19 09:36:30 +01:00
clayjohn
14b06fc207
Fix negative light flickering
2019-11-17 22:18:54 -08:00
clayjohn
1253a33423
Improve glBufferSubData usage where safe
2019-11-11 16:38:41 -08:00
Bastiaan Olij
4e2343160c
Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation
2019-11-11 21:02:06 +11:00
Bastiaan Olij
add5eaca43
Make MSAA work with external texture
2019-11-08 23:27:48 +11:00
Bastiaan Olij
f7cba26a52
Revert "fix #33188 MSAA depth buffer not used for external texture"
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This reverts commit 418b035dda
.
2019-11-08 22:47:36 +11:00
Rémi Verschelde
a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
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fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
Rémi Verschelde
47389c3a16
Partial revert of #32657 , undoing line shifting by 0.5
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As discussed in #32657 , this can't be done here as lines can be used
with a canvas scale, and this breaks them.
A suggestion is to do the pixel shifting at matrix level instead.
Fixes #33393 .
Fixes #33421 .
2019-11-07 15:43:04 +01:00
Holger Dammertz
418b035dda
fix #33188 MSAA depth buffer not used for external texture
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When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde
c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
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Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn
bc32779542
Fix depth format on Android in GLES2
2019-11-02 21:58:30 -07:00
Yuri Roubinsky
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
clayjohn
033ae8a543
When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL
2019-10-30 07:45:09 -07:00
Rémi Verschelde
63c5cd7eb8
Merge pull request #33104 from qarmin/fix_some_crashes
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Fix some crashes and using null pointers
2019-10-28 08:37:59 +01:00
Rémi Verschelde
826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
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Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut
e53e1c566a
Fix some crashes and using null pointers
2019-10-28 08:07:29 +01:00