.. |
light_storage.cpp
|
Implement Physical Light Units as an optional setting.
|
2022-08-31 12:14:46 -07:00 |
light_storage.h
|
Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work
|
2022-09-19 17:18:45 +02:00 |
material_storage.cpp
|
Fix typos with codespell
|
2022-09-30 14:23:36 +02:00 |
material_storage.h
|
Emulate double precision for regular rendering operation.
|
2022-09-20 23:40:01 -07:00 |
mesh_storage.cpp
|
Add various null checks in RenderingServer
|
2022-09-30 10:18:14 +08:00 |
mesh_storage.h
|
Add motion vectors support for MultiMeshInstance
|
2022-09-12 15:28:12 +02:00 |
particles_storage.cpp
|
Fix typo - "collison" -> "collision"
|
2022-09-29 13:56:26 -08:00 |
particles_storage.h
|
Rename uniform to parameter across the engine
|
2022-09-01 11:42:57 +03:00 |
render_buffer_custom_data_rd.h
|
Extracting render buffers and changing it to a more generic solution
|
2022-09-01 20:01:45 +10:00 |
render_scene_buffers_rd.cpp
|
Fix uniform buffer being created every frame is SSAO and SSIL half_size is different
|
2022-09-13 17:49:32 +10:00 |
render_scene_buffers_rd.h
|
Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
|
2022-09-19 10:26:10 -07:00 |
render_scene_data_rd.cpp
|
Emulate double precision for regular rendering operation.
|
2022-09-20 23:40:01 -07:00 |
render_scene_data_rd.h
|
Extract shared scene data into a separate class
|
2022-09-15 12:09:57 +10:00 |
SCsub
|
Split dummy renderer classes into separate files
|
2022-03-16 17:43:10 +11:00 |
texture_storage.cpp
|
Add various null checks in RenderingServer
|
2022-09-30 10:18:14 +08:00 |
texture_storage.h
|
Extracting render buffers and changing it to a more generic solution
|
2022-09-01 20:01:45 +10:00 |
utilities.cpp
|
Extracting render buffers and changing it to a more generic solution
|
2022-09-01 20:01:45 +10:00 |
utilities.h
|
Code quality: Fix header guards consistency
|
2022-07-25 11:17:40 +02:00 |