godot/servers/rendering
Gordon MacPherson 86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
..
renderer_rd Reorganize RenderingDevice barriers 2021-01-26 10:24:12 -03:00
renderer_canvas_cull.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_cull.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_canvas_render.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_compositor.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene_cull.cpp Fix zero scaling and material mappings being mapped to wrong fields 2021-01-26 19:48:18 +00:00
renderer_scene_cull.h Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
renderer_scene_render.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene_render.h Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
renderer_scene.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
renderer_scene.h Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
renderer_storage.cpp Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
renderer_storage.h Implement shadow meshes 2021-01-25 15:03:15 -03:00
renderer_thread_pool.cpp Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_thread_pool.h Threaded optimizations to cull and render 2021-01-05 08:50:18 -03:00
renderer_viewport.cpp Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
renderer_viewport.h Shadow map rendering optimization 2021-01-24 20:17:28 -03:00
rendering_device_binds.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_device_binds.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_device.cpp Reorganize RenderingDevice barriers 2021-01-26 10:24:12 -03:00
rendering_device.h Reorganize RenderingDevice barriers 2021-01-26 10:24:12 -03:00
rendering_server_default.cpp Several GI related optimizations and fixes 2021-01-24 19:29:07 -03:00
rendering_server_default.h Implement shadow meshes 2021-01-25 15:03:15 -03:00
rendering_server_globals.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_globals.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_wrap_mt.cpp Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
rendering_server_wrap_mt.h Implement shadow meshes 2021-01-25 15:03:15 -03:00
SCsub RenderingServer reorganization 2020-12-04 18:39:46 -03:00
shader_language.cpp Prevent crash due to assigning incorrect order of instance uniform 2021-01-10 10:52:30 +03:00
shader_language.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
shader_types.cpp Renamed emit_particle to emit_subparticle shader function 2021-01-12 09:41:08 +03:00
shader_types.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00