godot/servers/rendering
NumbuhFour 1b09fd5410 Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
..
dummy RenderDummy::TextureStorage::texture_replace add missing null check 2022-11-18 22:03:46 -08:00
environment Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
renderer_rd Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
storage Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
SCsub
renderer_canvas_cull.cpp Fix child nodes still being drawn when the visible area of a control with `clip_contents` enabled is `0` 2022-12-01 19:47:33 +08:00
renderer_canvas_cull.h Viewport canvas cull mask feature 2022-10-31 14:09:49 +01:00
renderer_canvas_render.cpp Fix drawing of 2D skeletons in the RD renderer. 2022-11-18 23:36:40 -08:00
renderer_canvas_render.h Add 2D shadows and canvas SDF to OpenGL3 renderer 2022-10-28 11:33:23 -07:00
renderer_compositor.cpp
renderer_compositor.h Use a giant UBO to optimize performance in 2D 2022-10-06 11:24:45 -07:00
renderer_geometry_instance.cpp
renderer_geometry_instance.h
renderer_scene_cull.cpp Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
renderer_scene_cull.h Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
renderer_scene_occlusion_cull.cpp Make some Image methods static 2022-10-14 14:34:15 +02:00
renderer_scene_occlusion_cull.h
renderer_scene_render.cpp Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
renderer_scene_render.h Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
renderer_viewport.cpp Finish implementing Canvas Background mode 2022-11-17 12:51:26 -08:00
renderer_viewport.h Viewport canvas cull mask feature 2022-10-31 14:09:49 +01:00
rendering_device.cpp Changed `RenderingDevice::TextureUsageBits` type to enum flags 2022-11-26 13:08:07 +03:00
rendering_device.h Changed `RenderingDevice::TextureUsageBits` type to enum flags 2022-11-26 13:08:07 +03:00
rendering_device_binds.cpp
rendering_device_binds.h Changed `RenderingDevice::TextureUsageBits` type to enum flags 2022-11-26 13:08:07 +03:00
rendering_method.cpp
rendering_method.h Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
rendering_server_default.cpp Merge pull request #64710 from MinusKube/window-size-crash 2022-10-27 10:02:44 -07:00
rendering_server_default.h Expose texture_get_rd_texture 2022-11-03 05:27:24 +01:00
rendering_server_globals.cpp
rendering_server_globals.h
shader_compiler.cpp Mark shader built-ins as used when passed to functions as out parameter 2022-11-15 22:06:16 +03:00
shader_compiler.h Fix global uniform crash at editor startup 2022-10-03 15:06:20 +03:00
shader_language.cpp Add MAKE_RESOURCE_TYPE_HINT macro to simplify binding arrays of resources 2022-11-24 14:06:00 +01:00
shader_language.h Mark shader built-ins as used when passed to functions as out parameter 2022-11-15 22:06:16 +03:00
shader_preprocessor.cpp
shader_preprocessor.h
shader_types.cpp Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
shader_types.h
shader_warnings.cpp
shader_warnings.h