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shaders
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fix shadow filter pcf5 implemented as pcf7
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2017-08-25 02:34:28 +02:00 |
rasterizer_canvas_gles3.cpp
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Added polygon antialiasing, but it does not work on nvidia. Will have to try something else..
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2017-08-19 13:14:38 -03:00 |
rasterizer_canvas_gles3.h
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Some fixes for shaders and WebGL2
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2017-08-11 23:26:24 +02:00 |
rasterizer_gles3.cpp
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sorry, leftover bug fixed
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2017-08-08 08:31:34 -03:00 |
rasterizer_gles3.h
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-Made visual server time affected by global time scale, closes #5583
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2017-08-08 08:25:35 -03:00 |
rasterizer_scene_gles3.cpp
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Invalid materials or shaders will now interrupt the next chain in materials, closes #9570
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2017-08-22 11:23:40 -03:00 |
rasterizer_scene_gles3.h
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Several fixes to subsurface scattering. Closes #9530
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2017-08-21 21:38:01 -03:00 |
rasterizer_storage_gles3.cpp
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Several fixes to subsurface scattering. Closes #9530
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2017-08-21 21:38:01 -03:00 |
rasterizer_storage_gles3.h
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-Fix all shadow and culling related issues, fixes #9330
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2017-08-19 20:07:21 -03:00 |
SCsub
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BuildSystem: generated files have .gen.extension
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2017-06-25 07:55:01 +07:00 |
shader_compiler_gles3.cpp
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-Restored Sprite3D to working function, fixes #2061, fixes #9738
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2017-08-08 17:23:44 -03:00 |
shader_compiler_gles3.h
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Add "Godot Engine contributors" copyright line
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2017-04-08 00:11:42 +02:00 |
shader_gles3.cpp
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Synchronize parameter names in definition and declaration
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2017-08-16 17:22:23 +02:00 |
shader_gles3.h
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Synchronize parameter names in definition and declaration
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2017-08-16 17:22:23 +02:00 |