clayjohn
3631a3cc9e
Fix recently introduced crash in viewport size
2020-01-23 08:11:01 -08:00
Rémi Verschelde
37897dba80
Merge pull request #35406 from lawnjelly/ortho-shadow
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Replace CameraMatrix::get_viewport_size with get_viewport_half_extents, shadow culling with ortho camera and other affected issues
2020-01-22 22:02:09 +01:00
lawnjelly
eaf8e5ce52
Change CameraMatrix::get_viewport_size to get_viewport_half_extents
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Fixes #26637 .
Fixes #19900 .
The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2.
Code which called this function has also been modified accordingly.
This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width.
It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
2020-01-22 18:22:00 +00:00
Rémi Verschelde
00284a75e8
GLES3: Fix invalid value for GL_TEXTURE_MAG_FILTER parameter
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`GL_LINEAR_MIPMAP_LINEAR` can be used for `GL_TEXTURE_MIN_FILTER`,
but not for `GL_TEXTURE_MAG_FILTER`.
Cf. https://www.khronos.org/opengl/wiki/GLAPI/glTexParameter
Fixes #35436 .
2020-01-22 15:18:56 +01:00
Rémi Verschelde
4faaf6089a
Remove unused #if 0'ed code
2020-01-21 21:41:54 +01:00
Rémi Verschelde
90a224c6eb
Merge pull request #35310 from akien-mga/gles3-irradiance-small-optimization
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GLES3: Slight optimization to irradiance compute
2020-01-19 18:55:51 +01:00
Rémi Verschelde
dc4db4ab45
GLES3: Slight optimization to irradiance compute
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All the calculations leading up to `mipLevel` are only relevant for
Panorama mode. Similarly, the `source_resolution` uniform is only
needed for that mode.
2020-01-19 11:03:11 +01:00
clayjohn
0979411cad
reduce complexity of irradiance map generation
2020-01-18 16:51:52 -08:00
clayjohn
041fa57a88
Add multimesh format max for proper error checking
2020-01-16 13:31:17 -08:00
clayjohn
f1d0c391c7
fix light related crashes
2020-01-15 21:40:05 -08:00
Rémi Verschelde
8130decfe4
Merge pull request #35064 from clayjohn/rendering_crashes
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Fix light and multimesh crashes
2020-01-13 09:13:18 +01:00
clayjohn
179193775b
Fix light and multimesh crashes
2020-01-12 17:45:06 -08:00
clayjohn
796d35d8b3
Fix generation of irradiance map
2020-01-12 14:45:31 -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
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
Rémi Verschelde
2d6586ec78
Merge pull request #34551 from MadEqua/fix-light-with-skeleton
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Fix 2D lighting when using skeleton.
2020-01-03 08:32:29 +01:00
Tritium Oxide
bb6f04c9f5
Fix wrong return type
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`ERROR: _display_error_with_code: CanvasShaderGLES3: Fragment Program Compilation Failed:
0:166(2): error: `return' with wrong type int, in function `map_ninepatch_axis' returning float` caused by #34704
2020-01-01 19:14:51 +07:00
Rémi Verschelde
e4907e50fe
GLES3: Fix false positive in ninepatch axis stretch code
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See #34704 .
2020-01-01 11:49:58 +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
Rémi Verschelde
a96c95f1ef
Merge pull request #34685 from winston-yallow/fix_omnilight_attenuation
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Use correct omni light attenuation
2019-12-30 16:11:58 +01:00
Winston
c9fe11dec1
Use correct omni light attenuation
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fixes godotengine/godot#34683
2019-12-29 17:22:34 +01:00
Bruno Lourenço
16429a4289
Reset GLES3 MultiMesh buffer id when reallocating.
2019-12-28 18:38:25 +00:00
Bruno Lourenço
65195f505f
Fix canvas GLES3 skeleton transform uniform updating.
2019-12-23 18:40:48 +00:00
Bruno Lourenço
f26c9d650b
Fix 2D lighting when using skeleton.
2019-12-23 00:00:18 +00:00
Rémi Verschelde
e21872f4b9
Merge pull request #34527 from MadEqua/fix-gles3-light-cutoff
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Fix GLES3 light cutoff.
2019-12-21 23:40:15 +01:00
Bruno Lourenço
d47374385c
Fix GLES3 light cutoff.
2019-12-21 20:52:54 +00:00
Bruno Lourenço
d7f9d71be2
Fix contact shadow when light is outside of viewport.
2019-12-21 16:55:41 +00:00
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
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
cd07a34598
GLES3: Properly unbind buffers after draw commands
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Patch provided by @oeleo1.
Fixes #34120 .
2019-12-09 09:25:20 +01:00
Rémi Verschelde
745a8915fc
Properly orphan polygon index buffer after binding (take 2)
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Follow-up to #34088 , patch by @oeleo1 from
https://github.com/godotengine/godot/issues/34065#issuecomment-561530896
2019-12-04 12:16:50 +01:00
clayjohn
b2dfbd77ec
properly orphan polygon index buffer after binding
2019-12-03 07:54:25 -08:00
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
299b85c46f
Disable shadow map sampling when shadows are not used in GLES3
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Fixes #20742
2019-11-29 06:21:17 +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
clayjohn
192aacd5d7
Fix radiance map generation on mobile
2019-11-27 22:18:21 -08:00
clayjohn
334d41d7cc
Fix Specular Blinn function
2019-11-22 22:03:26 -08:00
clayjohn
203fb1b348
Fix GL error by properly using float uniform
2019-11-21 07:44:09 -08:00
clayjohn
4d6737ec73
Fix bugs introduced by IBL fixes
2019-11-20 22:54:44 -08:00
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
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
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
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
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
Rafał Mikrut
e53e1c566a
Fix some crashes and using null pointers
2019-10-28 08:07:29 +01:00
Rémi Verschelde
3eb8bd08ec
Merge pull request #32657 from ptrojahn/lines
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Fix draw_rect
2019-10-26 23:09:24 +02:00
Rémi Verschelde
69003457b3
WebGL 2.0: Force decompressing non power-of-2 textures with repeat/mipmap
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While OpenGL ES 3.0 and WebGL 2.0 both support non power-of-2 (NPOT)
textures in their specification, the situation seems to be less clear
about *compressed* NPOT textures using repeat or mipmap flags.
At least Chrome on Linux doesn't seem to support this combination,
and a variety of mobile hardware have similar limitations.
As a workaround, we force decompressing such textures when running on
WebGL 2.0, at the cost of loading time and memory usage.
Fixes #33058 .
2019-10-25 13:01:10 +02:00
clayjohn
071bf81750
only render depth with alpha prepass on prepass
2019-10-11 22:34:10 -07:00
Paul Trojahn
bdaedb601c
Fix draw_rect
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OpenGL uses the diamond exit rule to rasterize lines. If we don't shift
the points down and to the right by 0.5, the line can sometimes miss a
pixel when it shouldn't. The final fragment of a line isn't drawn. By
drawing the lines clockwise, we can avoid a missing pixel in the rectangle.
See section 3.4.1 in the OpenGL 1.5 specification.
Fixes #32279
2019-10-11 10:26:53 +02:00
Rémi Verschelde
a39aeade5b
Merge pull request #32170 from puthre/ninepatch-fix
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GLES2 & GLES3 Fixes ninepatch margins for high resolution textures.
2019-10-09 08:33:56 +02:00
Valentin Zagura
100d05cbec
GLES3 Fixes for ninepatch margins when patch size is smaller than the patch texture resolution
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Scaled ninepatch margins in screen space to be relative of the ninepatch size when the patch size is smaller than the patch texture resolution.
2019-10-07 13:19:27 +01:00
Yuri Roubinsky
1472fca951
Removed unnecessary shader error log messages
2019-10-02 12:37:22 +03:00
Rémi Verschelde
823c3def72
Fix copyright headers and style issues
2019-09-24 11:52:06 +02:00
Rémi Verschelde
f1146c261d
Merge pull request #31751 from clayjohn/GLES3-Viewport-crash-canvas
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Throw error when canvas background is used without sample buffer
2019-09-23 15:35:31 +02:00
Rémi Verschelde
159470df08
Merge pull request #32275 from godotengine/skin_support
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Added skin support and simplified APIs to override bone position + glTF 2.0 import fixes
2019-09-23 15:02:15 +02:00
Rémi Verschelde
e23cb2c715
Merge pull request #32004 from raphael10241024/fix_shader_uniform
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Fix gles3 shader uniform vec3 error
2019-09-19 20:09:04 +02:00
Rémi Verschelde
28265fb526
Merge pull request #31202 from azagaya/light-data
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Create shadow_vec for altering shadow computation
2019-09-19 20:03:04 +02:00
Juan Linietsky
d81ddaf33e
Added skin support and simplified APIs to override bone position.
2019-09-18 19:46:32 -03:00
clayjohn
e65d2184b9
throw error when user tries to use Canvas background without sample buffer
2019-09-15 21:07:07 -07:00
Chaosus
1333ea2a2d
Implement shader array support for varyings
2019-09-14 18:23:25 +03:00
azagaya
b835868067
Create shadow_vec for altering shadow computation
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In 2.1 and 3.0, light_vec could be modified for altering shadow_computations.
But it broke shadows when rotating light. shadow_vec would do the same, but without breaking
shadows in rotated lights if not used.
Add inverse light transformation to shadow vec, so it's not affected when rotating lights;
Added usage define for shadow vec.
For shadow vec working properly when rotating a light, it's needed to multiply it by light_matrix normalized. Added usage define in order to don't do that if shadow_vec not used.
2019-09-06 13:55:49 -03:00
RaphaelHunter
b8bb5e90ea
fix gles3 shader uniform vec3 error, close #30930
2019-09-06 14:06:20 +08:00
Holger Dammertz
aa3ef8893b
Removed clamping of the Linear tonemapping when KEEP_3D_LINEAR
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Changed the behaviour of the Linear tonemapping operator to not clamp to [0, 1] range
in the case when KEEP_3D_LINEAR is defined. This allows to render values > 1.0 in
floating point texture targets (via Viewport) for further processing or saving high
dynamic range data into files. This only works when no color conversion is active.
2019-08-29 18:14:19 +02:00
Yuri Roubinski
982becfa39
Fix hint range step for integer in shaders
2019-08-25 15:11:04 +03:00
Yuri Roubinski
4dda253ee0
Implements switch to shaders
2019-08-23 14:43:09 +03:00
Rémi Verschelde
f21371d7f4
Merge pull request #31419 from NeoSpark314/fix_oculusquest_panorama
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changed the constant scale of cube_normal to -1.0 instead of -1000000…
2019-08-20 13:39:26 +02:00
Yuri Roubinski
9abf5578ee
Fix ternary operator shader compiler expression
2019-08-19 08:40:54 +03:00
Holger Dammertz
8fb80788df
changed the constant scale of cube_normal to -1.0 instead of -1000000.0; this fixes a rendering issue on oculus quest and does not change the computation as the vector is normalized afterwards.
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Adapted the comment above the code to reflect the change made as it already mentioned that z could be set to 1.
2019-08-17 14:01:55 +02:00
Braden Bodily
71d71d55b5
Replace 'ERR_EXPLAIN' with 'ERR_FAIL_*_MSG' in 'core/' and 'editor/'
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Condensed some if and ERR statements. Added dots to end of error messages
Couldn't figure out EXPLAINC. These files gave me trouble: core/error_macros.h, core/io/file_access_buffered_fa.h (where is it?),
core/os/memory.cpp,
drivers/png/png_driver_common.cpp,
drivers/xaudio2/audio_driver_xaudio2.cpp (where is it?)
2019-08-17 12:33:15 +02:00
Rémi Verschelde
afecc0bc22
Merge pull request #31309 from raphael10241024/fix_dof
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DOF can effect transparent objects now,
2019-08-16 23:20:22 +02:00
Rémi Verschelde
6c607c3564
Merge pull request #31266 from IAmActuallyCthulhu/pr/remove-redundant-author-comments
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Remove redundant author doc comments
2019-08-14 13:45:54 +02:00
Yuri Roubinski
a525e3c5ce
Implemented do/while loops for shaders
2019-08-13 18:39:55 +03:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments
2019-08-12 04:26:38 -05:00
RaphaelHunter
5ff4b13271
DOF can effect transparent objects now, close #28240
2019-08-12 15:49:02 +08:00
Rémi Verschelde
0e823cffbc
Merge pull request #31270 from nekomatata/fix-vertex-color-init-gles3
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Fixed vertex color initialization with default value in GLES3
2019-08-12 09:28:40 +02:00
PouleyKetchoupp
e852b3a271
Fixed vertex color initialization with default value in gles3
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Fixes #30275 , #31250
2019-08-11 17:51:47 +02:00
Rémi Verschelde
d2a67c9c1f
Merge pull request #30714 from Calinou/invert-default-fog-height
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Invert and adjust the default fog height values
2019-08-08 17:20:32 +02:00
Hugo Locurcio
d1a35b5a97
Invert and adjust the default fog height values
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This makes height fog appear at the bottom of the scene
(instead of the top), which is generally the expected result.
This also tweaks the fog height setting hint to be more flexible.
This closes #30709 .
2019-08-07 18:21:44 +02:00
Rémi Verschelde
7b514d920d
Merge pull request #31099 from Chaosus/shader_local_const
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Implemented local shader constants
2019-08-07 15:14:35 +02:00
qarmin
e0b5b21863
Add some code changes/fixes proposed by Coverity and Clang Tidy
2019-08-07 12:54:30 +02:00
Yuri Roubinski
b24b3497d6
Implemented local shader constants
2019-08-05 10:35:53 +03:00
Rémi Verschelde
51b2d86685
Merge pull request #30977 from clayjohn/GLES3-screen-uv
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Properly pass SCREEN_PIXEL_SIZE to canvas light shader
2019-07-31 07:45:41 +02:00
clayjohn
518f0fb190
properly pass SCREEN_PIEXEL_SIZE to canvas light shader
2019-07-30 13:45:11 -07:00
Rémi Verschelde
639127de09
Merge pull request #30898 from clayjohn/max-lights-reflections
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Add project setting for max lights and reflections in GLES3
2019-07-29 16:01:53 +02:00
clayjohn
1a981ef268
add project setting for max lights and reflections in gles3
2019-07-28 17:54:25 -07:00
RaphaelHunter
47df933c27
update algorithm about paking float to vec4 to fix shadow shift and change rgba_shdow options
2019-07-28 11:43:01 +08:00
Rémi Verschelde
0381ff35aa
Merge pull request #30764 from clayjohn/contact-shadow
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Fix contact shadows appearing when shading casting is off
2019-07-23 07:02:38 +02:00
clayjohn
b1839e5e85
fix contact shadows appearing when shading casting is off
2019-07-22 15:03:51 -07:00
Hugo Locurcio
b1e382178c
Disable high-quality voxel cone tracing by default
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This makes GIProbe significantly faster out of the box, at the cost
of worse-looking GIProbe reflections.
This closes #30727 .
2019-07-21 17:39:03 +02:00
Rémi Verschelde
d15cf7b672
Merge pull request #30576 from qarmin/lgtm_coverage
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Changed some code reported by LGTM and Coverity
2019-07-20 12:00:13 +02:00
qarmin
6cbaf7662f
Changed some code showed in LGTM and Coverage
2019-07-20 08:09:57 +02:00
Chaosus
9379cbc774
Added local array initializer
2019-07-16 07:13:37 +03:00
Chaosus
c37379456f
Implemented local shader arrays
2019-07-15 15:57:39 +03:00
szamq
d5cb280313
Fix get_data layer argument when texture is TEXTURE_TYPE_2D_ARRAY
2019-07-10 14:16:28 +02:00