godot/servers/visual
Juan Linietsky 0288be1e76 Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
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SCsub style: Fix PEP8 whitespace issues in Python files 2016-11-01 00:35:16 +01:00
default_mouse_cursor.xpm GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
rasterizer.cpp Fixed a typo in a Visual Server var name (#8977) 2017-05-29 08:08:16 +02:00
rasterizer.h Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
shader_language.cpp -Fixed shader lang to not be able to get scalar from matrix (ie mat.x), to make it more GLSL compatible 2017-06-17 11:03:48 -03:00
shader_language.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
shader_types.cpp TIME constant reverted to a single float, fixes #9123 2017-06-16 08:30:21 -03:00
shader_types.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
visual_server_canvas.cpp Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
visual_server_canvas.h Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
visual_server_global.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
visual_server_global.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
visual_server_light_baker.cpp Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
visual_server_light_baker.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
visual_server_raster.cpp Restored everything related to information polling, and added information box for viewport. 2017-06-11 18:13:04 -03:00
visual_server_raster.h Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00
visual_server_scene.cpp Particles properly update the shadow maps, closes #8815 2017-06-17 07:32:49 -03:00
visual_server_scene.h Increase the default perspective camera FOV 2017-06-16 12:07:07 +02:00
visual_server_viewport.cpp Fix transparent background rendering, closes #8703 2017-06-17 08:59:43 -03:00
visual_server_viewport.h Fix transparent background rendering, closes #8703 2017-06-17 08:59:43 -03:00
visual_server_wrap_mt.cpp -Restored multithread capability to VisualServer 2017-06-09 00:24:18 -03:00
visual_server_wrap_mt.h Texture rect_region drawing now clamps UV to avoid bleeding. This avoids scenarios like single-texture tilemap tiles leaking pixels to the next tile when filter is enabled on it. 2017-06-18 22:55:02 -03:00