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shaders
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Properly discard fragments during depth prepass opaque pass, fixes #23321
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2019-01-27 20:20:07 -03:00 |
rasterizer_canvas_gles2.cpp
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Use transparent framebuffer only when set to transparent, closes #21827
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2019-01-27 15:47:17 -03:00 |
rasterizer_canvas_gles2.h
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GLES2: Make Nvidia flicker workaround opt-in
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2019-01-14 19:02:07 +01:00 |
rasterizer_gles2.cpp
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GLES2: Clarify why we exclude debug code on iOS
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2019-01-11 20:04:13 +01:00 |
rasterizer_gles2.h
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Update copyright statements to 2019
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2019-01-01 12:58:10 +01:00 |
rasterizer_scene_gles2.cpp
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Properly discard fragments during depth prepass opaque pass, fixes #23321
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2019-01-27 20:20:07 -03:00 |
rasterizer_scene_gles2.h
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Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132
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2019-01-22 10:05:23 -03:00 |
rasterizer_storage_gles2.cpp
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Properly get proxy texture size for canvas light, fixes #17067
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2019-01-27 16:57:05 -03:00 |
rasterizer_storage_gles2.h
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Properly get proxy texture size for canvas light, fixes #17067
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2019-01-27 16:57:05 -03:00 |
SCsub
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SCons: Build thirdparty code in own env, disable warnings
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2018-09-28 14:07:39 +02:00 |
shader_compiler_gles2.cpp
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Fix shader compile error line numbers starting at 0.
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2019-01-17 19:25:08 +01:00 |
shader_compiler_gles2.h
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Update copyright statements to 2019
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2019-01-01 12:58:10 +01:00 |
shader_gles2.cpp
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Further fixes to avoid memory corruption, closes #25336
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2019-01-26 10:47:04 -03:00 |
shader_gles2.h
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Properly dispose of custom shaders, closes #19300
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2019-01-25 19:28:27 -03:00 |