godot/drivers/gles3
TechnoPorg b04350828e Use radial distance for making LOD decisions.
Previously, only forward basis distance from the camera was used.
This means that unnecessarily high LOD levels were used for objects located to the side of the camera.
The distance from the camera origin is now used, independently of direction.
2022-10-12 07:21:42 -06:00
..
effects Fix various bugs in GLES3 renderer that stopped it from running on web 2022-08-01 16:45:32 -04:00
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
shaders Use a giant UBO to optimize performance in 2D 2022-10-06 11:24:45 -07:00
storage Use a giant UBO to optimize performance in 2D 2022-10-06 11:24:45 -07:00
rasterizer_canvas_gles3.cpp Allow clearing backbuffer after finishing CanvasGroup 2022-10-07 14:13:40 -07:00
rasterizer_canvas_gles3.h Use a giant UBO to optimize performance in 2D 2022-10-06 11:24:45 -07:00
rasterizer_gles3.cpp Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
rasterizer_gles3.h Use a giant UBO to optimize performance in 2D 2022-10-06 11:24:45 -07:00
rasterizer_scene_gles3.cpp Use radial distance for making LOD decisions. 2022-10-12 07:21:42 -06:00
rasterizer_scene_gles3.h Use radial distance for making LOD decisions. 2022-10-12 07:21:42 -06:00
SCsub Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
shader_gles3.cpp Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
shader_gles3.h Code quality: Fix header guards consistency 2022-07-25 11:17:40 +02:00