Juan Linietsky
bc2e8d99e5
Made Vector::ptrw explicit for writing, compiler was sometimes using the wrong function,
...
leading to unnecesary copy on writes and reduced performance.
2017-11-25 00:09:40 -03:00
Juan Linietsky
4c000a05f6
Do not enable light if atlas size is 0, closes #9335
2017-11-13 15:13:01 -03:00
Rémi Verschelde
ed57f0a0d4
Remove get_default_video_mode definition on OSX/iOS
...
It had been missed in d09160a8b6
and broke compilation
for those platforms.
Took the opportunity to run clang-format on the code base to fix some corner cases
that went through our static tests/were overlooked recently.
2017-11-09 23:36:08 +01:00
Juan Linietsky
4785e66eea
Merge pull request #12288 from tagcup/expose_viewport_size
...
Expose VIEWPORT_SIZE in shader language.
2017-10-30 19:32:21 -03:00
Ferenc Arn
a0fc641f25
Expose VIEWPORT_SIZE in shader language.
...
Fixes #11710 .
2017-10-26 15:00:28 -04:00
Juan Linietsky
b4f0f59d9f
Many fixes to SSAO, should be good now.
2017-10-22 13:52:48 -03:00
Hiroshi Ogawa
7ee7dec5a2
Fix directional light specular
2017-10-17 15:35:22 +09:00
Rémi Verschelde
bac5de0782
Merge pull request #11966 from BastiaanOlij/stereo_sky
...
Fix issues when rendering panoramic sky in stereoscopic
2017-10-11 22:30:44 +02:00
Gilles Roudiere
45c878e380
Merge pull request #11958 from hi-ogawa/fix-shadow-map-front-face
...
Fix front face definition
2017-10-11 11:02:43 +02:00
Bastiaan Olij
179f483782
Fix issues when rendering panoramic sky in stereoscopic
2017-10-10 22:51:37 +11:00
Hiroshi Ogawa
1967972f6e
Track LightInstance::shadow_atlases so that it will be freed properly
2017-10-09 09:51:10 +09:00
Hiroshi Ogawa
2c966493c5
Fix front face definition
2017-10-09 09:18:32 +09:00
Indah Sylvia
a20ddfdb63
Fixed MSVC build issue introduced by commit c864b782c0
2017-10-02 19:10:07 +07:00
Juan Linietsky
c864b782c0
Using advise from Matias, left the 0-1 range for lights, divisiom by PI, and multiplied lights by PI internally.
2017-10-01 20:33:38 -03:00
Bastiaan Olij
cf56711a7e
near and far are reserved for near and far pointers in MSVR
2017-09-30 10:43:34 +10:00
Juan Linietsky
d4e20555e8
Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186
2017-09-29 18:56:52 -03:00
Juan Linietsky
bf371dcb32
Added proximity and distance fade to SpatialMaterial
2017-09-21 15:20:28 -03:00
Juan Linietsky
5ca3af3371
Ability to use a sky for reflection together with a background color.
2017-09-07 20:45:37 -03:00
Juan Linietsky
c023a132d0
Fixed orthogonal projection in all effects and post processes
2017-09-07 20:16:33 -03:00
Juan Linietsky
eedb39091a
Several fixes to directional shadows, closes #10926
...
Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
2017-09-07 18:00:47 -03:00
Juan Linietsky
8047127bc6
Force redraw when HDR auto exposure is enable in all frames, fixes #10784
2017-09-06 23:02:06 -03:00
Rémi Verschelde
54e81c7955
Merge pull request #10990 from MednauN/unshaded-fix
...
Fix unshaded materials render
2017-09-05 15:51:35 +02:00
Evgeny Zuev
094237eca0
Fix unshaded materials render
2017-09-05 12:19:15 +07:00
Juan Linietsky
2802dced84
Automatically redraw when shaders using TIME are visible, fixes #10554
2017-09-05 00:30:39 -03:00
Juan Linietsky
e611ff5f01
Fix opaque pre pass, closes #10472
2017-09-04 20:27:45 -03:00
Hein-Pieter van Braam
9c63ab99f0
Fix use of unitialized variables
...
The second in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-02 01:59:26 +02:00
Rémi Verschelde
dac150108a
Merge pull request #10846 from hpvb/fix-sign-compare
...
Fix signed and unsigned comparisons
2017-09-01 21:52:55 +02:00
Juan Linietsky
8f30c52a37
Removed ontop property, added a material rendering priority system. Fixes #9935 , closes #10135
2017-09-01 13:01:08 -03:00
Poommetee Ketson
ed606ded52
Fix files header
2017-09-01 21:07:55 +07:00
Hein-Pieter van Braam
f9467ec1ea
Fix signed and unsigned comparisons
...
The first in my quest to make Godot 3.x compile with -Werror on GCC7
2017-09-01 08:13:12 +02:00
Juan Linietsky
a1d7c496b9
Improved default directional shadow params, added bias split scale, closes #9828
2017-08-30 08:08:44 -03:00
Juan Linietsky
e8b05ca996
-Fixed screen edge SSAO filter, fixes #9678
...
-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
2017-08-29 11:46:02 -03:00
Rémi Verschelde
bd282ff43f
Use HTTPS URL for Godot's website in the headers
2017-08-27 14:16:55 +02:00
Juan Linietsky
90445aae67
Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917
2017-08-25 09:56:10 -03:00
Juan Linietsky
e54c4028ef
Invalid materials or shaders will now interrupt the next chain in materials, closes #9570
2017-08-22 11:23:40 -03:00
Juan Linietsky
00a26f512c
Several fixes to subsurface scattering. Closes #9530
2017-08-21 21:38:01 -03:00
Juan Linietsky
0bdbe370bf
Implemented missing opaque prepass render mode, fixes #9452
2017-08-20 21:26:15 -03:00
Juan Linietsky
7e5890d23d
-Fix all shadow and culling related issues, fixes #9330
2017-08-19 20:07:21 -03:00
Marcelo Fernandez
eab850524e
Add closest_power_of_2 func and implement mix_rate/latency on OS X
2017-08-17 19:51:13 -03:00
TwistedTwigleg
00f6c85928
Synchronize parameter names in definition and declaration
...
Fixes #10244 .
2017-08-16 17:22:23 +02:00
Juan Linietsky
df573f5c3a
-Restored Sprite3D to working function, fixes #2061 , fixes #9738
...
-Restored an alpha scissor property in Material
2017-08-08 17:23:44 -03:00
Henrik Andersson
ca497df2d3
Fix rendering of ImmediateGeometry with UVs
...
When using set_uv or any attrib except vertex, the geometry broke.
2017-08-03 05:06:06 +02:00
Henrik Andersson
fdc421836f
Make it possible to render ImmediateGeometry
...
Geometry for ImmediateGeometry was never added inside _fill_render_list.
2017-08-03 04:04:11 +02:00
Juan Linietsky
f5277e347d
Fixes to glow and auto exposure, closes #9797 , closes #9106
2017-07-26 00:40:32 -03:00
Evgeny Zuev
4ed6e4a70e
Fix switching SRGB extension happen before binding of texture
...
Previously, texture parameter `_TEXTURE_SRGB_DECODE_EXT` was changed
before the call of `glBindTexture`, which caused modification of previously
bound texture instead of desired one. Now it's changed after `glBindTexture`.
2017-07-24 18:25:55 +07:00
Juan Linietsky
772485cdb3
Several changes to better run in mobile.
2017-07-22 14:08:17 -03:00
Juan Linietsky
25678b1876
-Renamed GlobalConfig to ProjectSettings, makes more sense.
...
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00
Juan Linietsky
bbada82f80
-Reorganized all properties of project settings (Sorry, Again).
...
(Lot's of bloat accumulated, so it was time for clean up.)
-Made EditorSettings and ProjectSettings search more useful (search in sections too)
2017-07-17 22:18:58 -03:00
Juan Linietsky
3da3a36034
Many fixes to improve GI Probe quality
2017-07-15 23:24:37 -03:00
Juan Linietsky
741145febd
-Fix for multiple reflection probes causing issues.
...
-Fix for positional sound corruption to avoid making people deaf.
2017-07-15 18:42:06 -03:00