clayjohn
f3af81b059
Gracefully handle 3D textures in GLES2
2020-01-16 11:28:14 -08:00
Yuri Roubinsky
5098232ee6
Disabled array initialization, const array and arr.length in shaders
2020-01-16 11:46:11 +03:00
Rémi Verschelde
3af0400a32
Merge pull request #35176 from clayjohn/csg-crash
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Fix light related crashes
2020-01-16 08:03:56 +01:00
Rémi Verschelde
318445c548
Merge pull request #35178 from clayjohn/GLES2-fix-lightmap
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Fix array constructor for lightmaps
2020-01-16 07:47:49 +01:00
clayjohn
f1d0c391c7
fix light related crashes
2020-01-15 21:40:05 -08:00
clayjohn
910f8719a0
Fix array constructor for lightmaps
2020-01-15 17:41:46 -08:00
clayjohn
a345088433
Add background mode keep to GLES2
2020-01-15 15:59:00 -08:00
clayjohn
179193775b
Fix light and multimesh crashes
2020-01-12 17:45:06 -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
94658de1ff
Merge pull request #34794 from clayjohn/GLES2-trimesh-crash
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Fix crash on trimesh_create
2020-01-03 22:53:57 +01:00
clayjohn
906b5e7f3f
Fix crash on trimesh_create by making surface->data available in non-tool builds
2020-01-03 13:39:40 -08:00
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
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
clayjohn
28543667fd
Always use 16 bit renderbuffer depth on WebGL
2019-12-19 20:41:32 -08:00
clayjohn
2a694a44cb
fix shadow color in GLES2 by making sRGB
2019-12-15 10:27:31 -08:00
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
Rémi Verschelde
f676d7509e
Merge pull request #34262 from clayjohn/default_point_size
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Add a default POINT_SIZE
2019-12-12 06:45:31 +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
435cced7d8
Merge pull request #34238 from clayjohn/GLES2-use-renderbuffer-post-process
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Use renderbuffer depth for post-process buffers when appropriate
2019-12-10 17:16:40 +01:00
clayjohn
fd31cebcbe
Use renderbuffer depth for post-process buffers when appropriate
2019-12-09 22:19:11 -08:00
clayjohn
e8d652f160
Force 32 bit depth buffer for WebGL
2019-12-09 22:14:12 -08:00
Rémi Verschelde
fbfd56c247
GLES2: Fix uninitialized members in ShaderGLES2::Version
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Fixes #34109 .
2019-12-05 09:15:31 +01:00
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
f5e81b894a
Removed duplicated conditional in GLES2
2019-11-29 06:32:55 +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
George Marques
c51fe7f7cd
Use ANGLE multisample extensions for UWP
2019-11-26 13:55:19 -03:00
clayjohn
5ab3b61520
Restructure depth_internalformat code to work on mobile
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This changes the code path so that `glRenderBufferStorage*` always uses
values appropriate for renderbuffers and `glTexImage2D` never uses an
internalformat meant for buffers.
Fixes #33825 .
2019-11-23 18:08:19 -08:00
Rémi Verschelde
bb1d75f55e
glTexImage2D: Fix confusion between format and internal format
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The `format` parameter is similar to `internalFormat` but takes different
values, and especially only `GL_DEPTH_COMPONENT` for depth, without size
specifier.
Cf. https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
Fixes a regression from #33278 and another occurrence.
2019-11-23 19:38:31 +01:00
clayjohn
334d41d7cc
Fix Specular Blinn function
2019-11-22 22:03:26 -08:00
clayjohn
4d6737ec73
Fix bugs introduced by IBL fixes
2019-11-20 22:54:44 -08:00
Rémi Verschelde
083d088de3
Merge pull request #33583 from qarmin/fix_overflows_unitialized
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Fix some overflows and unitialized variables
2019-11-20 21:31:12 +01:00
Rafał Mikrut
99d8626f4a
Fix some overflows and unitialized variables
2019-11-20 16:22:16 +01:00
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
7a0228fbba
Merge pull request #33720 from BastiaanOlij/fix_gles2_rgb8
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Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 11:12:03 +01:00
Bastiaan Olij
15cd81dc69
Need to use GL_RGB8 and GL_RGBA8 as the internal format for GLES2
2019-11-19 20:57:18 +11:00
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
14b06fc207
Fix negative light flickering
2019-11-17 22:18:54 -08:00
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
Bastiaan Olij
add5eaca43
Make MSAA work with external texture
2019-11-08 23:27:48 +11:00
Bastiaan Olij
f7cba26a52
Revert "fix #33188 MSAA depth buffer not used for external texture"
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This reverts commit 418b035dda
.
2019-11-08 22:47:36 +11:00
Rémi Verschelde
a3ac7a94f0
Merge pull request #33291 from NeoSpark314/fix_#33188
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fix #33188 MSAA depth buffer not used for external texture
2019-11-08 09:53:22 +01:00
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
Holger Dammertz
418b035dda
fix #33188 MSAA depth buffer not used for external texture
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When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
Rémi Verschelde
c1b0800784
Merge pull request #33278 from clayjohn/GLES2-depth-format
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Fix depth format on Android in GLES2
2019-11-03 07:56:38 +01:00
clayjohn
bc32779542
Fix depth format on Android in GLES2
2019-11-02 21:58:30 -07:00
Yuri Roubinsky
6b7f8558d9
Removed switch operator from GLES2 shader back-end
2019-11-02 12:43:32 +03:00
clayjohn
033ae8a543
When framebuffer allocation fails for MSAA in GLES2 revert to normal without ERR_FAIL
2019-10-30 07:45:09 -07:00
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
Rémi Verschelde
826ffc26c9
Merge pull request #33097 from clayjohn/GLES2-HTML-sampler_limit
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Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-28 08:19:37 +01:00
Rafał Mikrut
e53e1c566a
Fix some crashes and using null pointers
2019-10-28 08:07:29 +01:00
clayjohn
7b3d098b2b
Fixed using compressed textures and add work around for firefox webgl mesa sampler limit
2019-10-27 23:53:52 -07:00
clayjohn
51db564811
use proper texture in Android MSAA
2019-10-27 16:50:15 -07:00
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
3556876c08
Merge pull request #33093 from clayjohn/GLES2-HTML-shadows
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Fix shadow mapping with RGBA textures on html
2019-10-26 22:07:46 +02:00
clayjohn
6ec7686a0c
Fix shadow mapping with RGBA textures on html
2019-10-26 10:17:22 -07:00
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
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
Rémi Verschelde
234289de2b
Merge pull request #32613 from clayjohn/GLES2-canvas-bg-mode
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Add canvas background mode to GLES2
2019-10-07 08:57:44 +02:00
clayjohn
77939c6e2e
add canvas background mode to GLES2
2019-10-06 23:26:11 -07:00
clayjohn
cea1f13176
fix current issues with post-processing
2019-10-06 12:07:31 -07:00
Rémi Verschelde
0deccd4a65
Merge pull request #32510 from clayjohn/GLES2-fix-black-editor-and-crash
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Remove glViewport call as it wasnt needed and caused crash GLES2
2019-10-03 08:16:19 +02:00
Rémi Verschelde
ce336e7e72
Merge pull request #32505 from clayjohn/GLES2-fix-probe-crash
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Fix reflection probe crash in GLES2 with post-processing
2019-10-03 07:55:08 +02:00
clayjohn
a152816c52
remove glViewport call as it wasnt needed and caused crash
2019-10-02 20:21:41 -07:00
clayjohn
07fd9719bf
Fix reflection probe crash in GLES2 with post-processing
2019-10-02 14:35:10 -07:00
Yuri Roubinsky
1472fca951
Removed unnecessary shader error log messages
2019-10-02 12:37:22 +03:00
clayjohn
afaa68628a
updated defaults and documentation for GLES2 glow
2019-10-01 07:55:04 -07:00
clayjohn
82f63633d1
Implement DOF blur, Glow, and BCS in GLES2
2019-09-30 08:04:31 -07:00
Rémi Verschelde
823c3def72
Fix copyright headers and style issues
2019-09-24 11:52:06 +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
7174677fc8
Merge pull request #32259 from NeoSpark314/fix_stereo_cubemap_gles2
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fix gles2 broken panorama sky on oculus quest
2019-09-22 21:18:06 +02:00
Holger Dammertz
94b0240767
fix gles2 broken panorama sky on oculus quest
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This fixes an issue that was fixed for gles3 in #31419 but not applied
to gles2. The fix consists of using a constant scale for cube_normal of -1.0
instead of -1000000. It results in broken panorama rendering on the
oculus quest (see https://github.com/GodotVR/godot_oculus_mobile/issues/29 )
2019-09-22 18:53:38 +02:00
lawnjelly
f5365aa0e1
Fix GLES2 skinning where VERTEX_TEXTURE not supported
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Although the backup USE_SKELETON_SOFTWARE skinning path is currently used when float texture is not supported, the default skinning path still fails when float texture is supported but GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS is 0, i.e. the device cannot read from texture during vertex shader. This PR adds the logic to activate the SKELETON_SOFTWARE path if either of these cases occur, preventing crashes on devices which have this combination of features.
2019-09-22 15:38:20 +01:00
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
Valentin Zagura
6ee84f53a9
GLES2 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.
2019-09-17 09:51:54 +01:00
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
Rémi Verschelde
ebbf63a87c
Merge pull request #31746 from clayjohn/skip-vertex-transform-gles2
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Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-29 08:37:12 +02:00
clayjohn
97f66900bb
Fix skip_vertex_transform bug in GLES2 CPUParticles
2019-08-28 11:57:33 -07:00
Rémi Verschelde
816ddd7817
Merge pull request #31556 from Chaosus/gles2_inverse
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Implemented inverse shader function to GLES2
2019-08-26 13:52:03 +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
Yuri Roubinski
4dcee2035a
Implemented inverse shader function to GLES2
2019-08-22 08:22:49 +03:00
Rémi Verschelde
cce148b024
Merge pull request #31473 from Chaosus/shader_bug
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Fix ternary operator shader compiler expression
2019-08-19 10:15:22 +02:00
Yuri Roubinski
9abf5578ee
Fix ternary operator shader compiler expression
2019-08-19 08:40:54 +03:00
clayjohn
99de3906ba
check if skeleton texture is already allocated before reallocating
2019-08-18 22:02:57 -07:00
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
Yuri Roubinski
a525e3c5ce
Implemented do/while loops for shaders
2019-08-13 18:39:55 +03:00
Rémi Verschelde
ef91119502
Merge pull request #31271 from raphael10241024/gles2_shader
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Fix GLES2 canvas shader uniform error
2019-08-12 08:32:06 +02:00
clayjohn
049dd309fe
check for unsigned_short support for gles2 depth buffer allocation
2019-08-10 09:56:42 -07:00
RaphaelHunter
48f28c68bc
fix gles2 canvas shader uniform error,close #31201
2019-08-10 21:52:51 +08:00
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
Rémi Verschelde
7464074cb8
Merge pull request #30987 from clayjohn/GLES2-light-negative
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Implement negative for OmniLights and SpotLights in GLES2
2019-08-05 19:21:13 +02:00
Yuri Roubinski
b24b3497d6
Implemented local shader constants
2019-08-05 10:35:53 +03:00
Rémi Verschelde
d9bba94d60
Merge pull request #31053 from aaronfranke/vector2i-cleanup
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Some minor Vector2i usage cleanup
2019-08-05 08:08:57 +02:00
Yuri Roubinski
393f142495
Fix GLES2 rendering
2019-08-03 21:21:29 +03:00
Aaron Franke
1a06496f45
Some Vector2i usage cleanup
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Replace casting Vector2 -> Vector2i -> Vector2 with a simple call to .floor(), and some minor fixes.
2019-08-03 01:11:05 -07:00
Chaosus
8b4c538ab2
Expose several GLES3 built-ins to GLES2
2019-07-31 19:00:10 +03:00
clayjohn
96c3004855
allow omnilights and spotlights to use negative in GLES2
2019-07-30 23:44:22 -07:00
Rémi Verschelde
b697121d75
Merge pull request #30895 from clayjohn/gles2-shader-funcs
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Added round function to gles2
2019-07-29 22:43:26 +02:00
clayjohn
3f25dde6b4
added round function to gles2
2019-07-29 11:17:08 -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
clayjohn
150487e728
fix gles2 shadow transparency bug
2019-07-21 23:52:19 -07:00
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
Rémi Verschelde
1d13567345
Merge pull request #30570 from SonerSound/gles2_inconsistent_fix
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Fix inconsistent lighting in GLES2
2019-07-17 09:56:44 +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
SonerSound
545bf86d39
Fix inconsistent lighting in GLES2
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Issue was possibily being caused by duplicating a light even when that
light was not in the render_light_instances array.
2019-07-14 19:12:26 +01:00
Hugo Locurcio
707ce08cdd
Implement CanvasItem line antialiasing in GLES2
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This is a straight copy-paste of the code from
`drivers/gles3/rasterizer_canvas_gles3.cpp`. It is subject to the
same restrictions as the GLES3 implementation: it only works
on desktop platforms as they use OpenGL instead of OpenGL ES.
2019-07-12 16:49:12 +02:00
Ibrahn Sahir
4e4697b1c4
Added release function to PoolVector::Access.
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For clarity, assign-to-release idiom for PoolVector::Read/Write
replaced with a function call.
Existing uses replaced (or removed if already handled by scope)
2019-07-06 12:04:27 +01:00
Marcus Brummer
10f1e0f63a
Prevent GLES2 bool uniforms from having a precision type set.
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When setting the default precision type for uniforms (before compiling
the shader) prevent boolean uniforms from having one set. Booleans can't
have a precision type and on some Android devices this caused a
compilation failure.
Fixes #30317
2019-07-05 01:00:02 +02:00
Rémi Verschelde
b0eeb12335
Merge pull request #29909 from clayjohn/gles2-light-scale
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Scale vertex lit lights by environment scale
2019-07-01 16:28:17 +02:00
qarmin
4e5310cc60
Some code changed with Clang-Tidy
2019-06-26 15:08:25 +02:00
Rémi Verschelde
5c66771e3e
Merge pull request #29283 from qarmin/fix_some_always_same_values
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Remove always true/false values
2019-06-20 21:10:10 +02:00
qarmin
072e40368e
Fix always true/false values
2019-06-20 16:59:48 +02:00
clayjohn
80d732082b
scale vertex lit lights by envorionment scale
2019-06-19 16:20:14 -07:00
Bastiaan Olij
4ebedb5f11
Made constants fully upper case in camera server
2019-06-19 22:24:54 +10:00
Rémi Verschelde
0cdbf7315b
Merge pull request #29751 from lawnjelly/skin-fix
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Fixes crash with rigged meshes on some OpenGLES2 devices
2019-06-18 16:41:58 +02:00
lawnjelly
e36e9fdb1c
Fixes crash with rigged meshes on some OpenGLES2 devices
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Non-tools OpenGLES2 devices that use the USE_SKELETON_SOFTWARE path (i.e. do not support float texture) depend on surface->data being set containing the bone IDs and weights (rasterizer_scene_gles2.cpp, line 1456, RasterizerSceneGLES2::_setup_geometry). However currently if TOOLS_ENABLED is not defined, surface->data is not stored in main memory in rasterizer_storage_gles2.cpp. This causes a crash in rasterizer_scene_gles2.cpp when a rigged object comes into view.
This fix addresses the specific case of skinned objects when USE_SKELETON_SOFTWARE is active, and stores a copy of the bone data, as is done when TOOLS_ENABLED is defined. This fixes the crash by allowing the same mechanism as on desktop, without adding the memory overhead of storing all vertex data where not required.
Fixes #28298
2019-06-18 09:42:07 +01:00
Rémi Verschelde
6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
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Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio
786a7341a7
Add an option to disable boot splash filtering
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Disabling filtering is usually desired in projects using a pixel art style.
This closes #19415 .
2019-06-15 23:53:39 +02:00
BastiaanOlij
02ea99129e
Adding a new Camera Server implementation to Godot.
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This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Fabio Alessandrelli
9773350537
Fix HTML5 build failed due to undefined symbol
2019-06-14 23:32:48 +02:00
Rémi Verschelde
c8db517993
Merge pull request #29316 from Chaosus/shader_const
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Added constant support to shaders
2019-06-12 14:26:45 +02:00
Rémi Verschelde
971b5160c6
Merge pull request #29306 from qarmin/small_code_fixes
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Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-12 12:49:21 +02:00
Rémi Verschelde
f18121824c
Add missing license headers
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Make `fix_headers.py` script compatible with Python 3.
2019-06-11 15:33:32 +02:00
Rémi Verschelde
0677383907
Merge pull request #29496 from clayjohn/dlopen-fix-gles2
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Use def ANDROID_ENABLED so android features are not included in web builds
2019-06-11 11:48:38 +02:00
clayjohn
9af94d650f
use def ANDROID_ENABLED so android features are not included in javascript builds
2019-06-04 23:12:20 -07:00
qarmin
8245db869f
Small fixes to unrechable code, possibly overflows, using NULL pointers
2019-06-03 21:52:50 +02:00
clayjohn
2b8b1d7c46
added MultiMeshInstance2D node for using MultiMesh in 2D
2019-06-03 12:11:54 -07:00
Chaosus
c2d4abf62e
Added constant support to shaders
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Co-authored-by: DavidSichma <sichmada@gmail.com>
2019-06-01 13:41:07 +03:00
Rémi Verschelde
bac7e22cb1
Merge pull request #29236 from clayjohn/gles2-mirror
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Separate culling state management from material state in GLES2
2019-05-30 15:01:50 +02:00
Rémi Verschelde
c2e2bcbca9
Fix -Werror=maybe-uninitialized in GLES2 on release builds
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Issue introduced in #28796 .
2019-05-29 16:40:06 +02:00
clayjohn
2b59bd7695
separate culling state management from material
2019-05-27 11:45:53 -07:00
Rémi Verschelde
b9ee3f3d64
Merge pull request #29014 from mbrlabs/gles2_precision_fix
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Use highp precision in the gles2 fragment shader if available
2019-05-27 12:18:47 +02:00
Marcus Brummer
502dbc7c4a
Use highp precision for gles2 shader uniforms if not explicitly set.
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The use of different default precision values (highp in vertex; mediump
in fragment) for uniform variables caused the shader program to not link properly on some android
devices/emulators.
2019-05-25 14:26:08 +02:00
Rémi Verschelde
da617b7943
Merge pull request #29132 from clayjohn/sort_depth_fix
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Fix "no depth test" and render_priority sorting
2019-05-24 17:46:06 +02:00
Rémi Verschelde
01c41c782b
Merge pull request #28796 from clayjohn/GLES2-optimization
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GLES2: Allow Viewports to render directly to screen
2019-05-24 17:31:44 +02:00
clayjohn
3365595254
do not compute fog when using unshaded in GLES2
2019-05-23 17:17:27 -07:00
clayjohn
2abe7deae8
fix no depth test and render_priority sorting
2019-05-23 09:21:57 -07:00