godot/servers/rendering/renderer_rd/storage_rd
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
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light_storage.cpp Split dependency logic 2022-06-28 00:10:29 +10:00
light_storage.h Split dependency logic 2022-06-28 00:10:29 +10:00
material_storage.cpp Implement Vector4, Vector4i, Projection 2022-07-23 14:00:01 +02:00
material_storage.h Implement Vector4, Vector4i, Projection 2022-07-23 14:00:01 +02:00
mesh_storage.cpp Prevent possible crash when mesh is freed 2022-07-06 19:52:54 +03:00
mesh_storage.h Split dependency logic 2022-06-28 00:10:29 +10:00
particles_storage.cpp Clean up Shader Preprocessor 2022-07-22 22:53:03 +02:00
particles_storage.h Clean up Shader Preprocessor 2022-07-22 22:53:03 +02:00
SCsub Split dummy renderer classes into separate files 2022-03-16 17:43:10 +11:00
texture_storage.cpp Merge pull request #62834 from RandomShaper/fix_vk_sky_error 2022-07-18 23:39:21 +02:00
texture_storage.h Merge pull request #62834 from RandomShaper/fix_vk_sky_error 2022-07-18 23:39:21 +02:00
utilities.cpp Split dependency logic 2022-06-28 00:10:29 +10:00
utilities.h Split dependency logic 2022-06-28 00:10:29 +10:00