godot/servers/rendering/dummy/storage
Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face"
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
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SCsub
light_storage.h (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 2023-05-19 19:22:10 +02:00
material_storage.h
mesh_storage.cpp
mesh_storage.h
particles_storage.h
texture_storage.cpp
texture_storage.h For GDExternal use, provides access to internal graphics handles for textures 2023-05-09 13:47:22 +10:00
utilities.cpp
utilities.h