godot/servers/rendering
2022-12-21 09:27:02 +01:00
..
dummy Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -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 Fix double get_singleton() 2022-12-20 14:26:15 -05:00
storage Fix use of comma instead of semicolon 2022-12-17 20:17:04 -05:00
renderer_canvas_cull.cpp Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior. 2022-12-17 22:47:54 +02:00
renderer_canvas_cull.h Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior. 2022-12-17 22:47:54 +02:00
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 Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
renderer_compositor.h Use a giant UBO to optimize performance in 2D 2022-10-06 11:24:45 -07:00
renderer_geometry_instance.cpp Rename shader parameter uniform setter/getter methods for consistency 2022-08-04 23:17:06 +02:00
renderer_geometry_instance.h Rename shader parameter uniform setter/getter methods for consistency 2022-08-04 23:17:06 +02:00
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 Cache mesh AABB when modified by skeleton and update instance AABB when 2022-12-14 18:07:07 -08:00
renderer_scene_occlusion_cull.cpp Make some Image methods static 2022-10-14 14:34:15 +02:00
renderer_scene_occlusion_cull.h Remove ThreadWorkPool, replace by WorkerThreadPool 2022-07-25 15:39:50 +02:00
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 Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -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_binds.cpp Replace most uses of Map by HashMap 2022-05-16 10:37:48 +02:00
rendering_device_binds.h Changed RenderingDevice::TextureUsageBits type to enum flags 2022-11-26 13:08:07 +03:00
rendering_device.cpp Changed STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT type to enum flags 2022-12-15 14:10:37 +03:00
rendering_device.h Changed STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT type to enum flags 2022-12-15 14:10:37 +03:00
rendering_method.cpp Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
rendering_method.h Remove high quality glow as it is not any higher quality than regular glow 2022-12-13 10:15:45 -08:00
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 Scale MSDF font outline with the font size and MSDF source size to match dynamic font behavior. 2022-12-17 22:47:54 +02:00
rendering_server_globals.cpp Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
rendering_server_globals.h Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
SCsub Split dependency logic 2022-06-28 00:10:29 +10:00
shader_compiler.cpp Fix screen texture slightly darker 2022-12-12 21:17:36 +01:00
shader_compiler.h Fix global uniform crash at editor startup 2022-10-03 15:06:20 +03:00
shader_language.cpp Add missing != operator to StringName 2022-12-20 17:25:54 +03:00
shader_language.h Refactor ShaderData & fix the sorting of shader uniforms 2022-12-15 10:02:59 +03:00
shader_preprocessor.cpp Add defines to completion list in shaders 2022-09-26 16:04:19 +03:00
shader_preprocessor.h Add defines to completion list in shaders 2022-09-26 16:04:19 +03:00
shader_types.cpp Implement CAMERA_VISIBLE_LAYERS as built-in shader variable 2022-12-03 22:41:27 -08:00
shader_types.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00
shader_warnings.cpp Replace most uses of Map by HashMap 2022-05-16 10:37:48 +02:00
shader_warnings.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00