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shaders
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Explicitly use floating point numbers in the our shaders
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2019-02-24 23:35:10 +00:00 |
rasterizer_canvas_gles3.cpp
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Add -Wshadow=local to warnings and fix reported issues.
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2019-02-20 19:44:12 +01:00 |
rasterizer_canvas_gles3.h
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Update copyright statements to 2019
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2019-01-01 12:58:10 +01:00 |
rasterizer_gles3.cpp
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Update copyright statements to 2019
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2019-01-01 12:58:10 +01:00 |
rasterizer_gles3.h
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Update copyright statements to 2019
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2019-01-01 12:58:10 +01:00 |
rasterizer_scene_gles3.cpp
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Ensure that no depth test is used (specially in prepass) for objects that dont test or draw depth, fixes #25201
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2019-02-22 14:48:10 -03:00 |
rasterizer_scene_gles3.h
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Many fixes regarding depth buffer clearing, closes #25994, closes #25975
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2019-02-21 12:31:41 -03:00 |
rasterizer_storage_gles3.cpp
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Several fixes to make GLES2 on HTML5 work much better.
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2019-02-25 21:47:29 -03:00 |
rasterizer_storage_gles3.h
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On mobile, check for float and half float frameuffers supported, fixes #25324, fixes #25325.
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2019-02-13 07:14:36 -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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Fix typos with codespell
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2019-02-13 09:23:29 +01:00 |
shader_compiler_gles3.h
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Update copyright statements to 2019
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2019-01-01 12:58:10 +01:00 |
shader_gles3.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_gles3.h
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Properly dispose of custom shaders, closes #19300
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2019-01-25 19:28:27 -03:00 |