godot/servers
lawnjelly 5c8f497a24 Add project settings to manually specify API usage
As a result of the GLES specifications being vague about best practice for how buffers should be used dynamically, different GPUs / platforms appear to have different preferences.

Mac in particular seems to have a number of problems in this area, and none of the rendering team uses Macs. So far we have relied on guesswork to choose the best usage, but in an attempt to pin this down, this PR begins to introduce manual selection of options for users to test their configurations.
2020-10-31 18:33:55 +00:00
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arvr SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
audio Fix application of window in FFT 2020-10-19 16:10:00 +02:00
camera SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
physics Revert "Allow Area2D and 3D mouse events without a collision layer" 2020-07-27 22:46:04 +02:00
physics_2d Fix how Line2D obtains the other object's supports 2020-10-04 20:54:35 +02:00
visual Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00
SCsub SCons: Format buildsystem files with psf/black 2020-06-10 15:30:52 +02:00
arvr_server.cpp
arvr_server.h
audio_server.cpp Add default 50ms output_latency web override. 2020-07-02 14:30:23 +02:00
audio_server.h Move mixrate and latency definition to AudioServer 2020-05-18 16:40:33 +02:00
camera_server.cpp
camera_server.h
physics_2d_server.cpp
physics_2d_server.h
physics_server.cpp Check for motion in cast_motion() before doing Bullet convexSweepTest(). 2020-06-21 16:28:01 +01:00
physics_server.h
register_server_types.cpp
register_server_types.h
server_wrap_mt_common.h
visual_server.cpp Add project settings to manually specify API usage 2020-10-31 18:33:55 +00:00
visual_server.h Add a debanding property to Viewport for GLES3 2020-10-20 19:07:15 +02:00