godot/servers/rendering/storage
Markus Grafen 8a3e829930 (Re-)Implemented Light3D's property "shadow_reverse_cull_face"
The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
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camera_attributes_storage.cpp Add warnings for unsupported features in mobile and gl_compatibility backends 2023-02-26 12:28:02 -08:00
camera_attributes_storage.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
environment_storage.cpp Add warnings for unsupported features in mobile and gl_compatibility backends 2023-02-26 12:28:02 -08:00
environment_storage.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
light_storage.h (Re-)Implemented Light3D's property "shadow_reverse_cull_face" 2023-05-19 19:22:10 +02:00
material_storage.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
mesh_storage.h Automatically transform Skeleton2D calculations so pivots are not needed 2023-01-27 14:55:22 -08:00
particles_storage.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
render_scene_buffers.cpp Improving communication of scaling settings to renderer implementation 2023-01-13 12:54:15 +11:00
render_scene_buffers.h Improving communication of scaling settings to renderer implementation 2023-01-13 12:54:15 +11:00
texture_storage.h For GDExternal use, provides access to internal graphics handles for textures 2023-05-09 13:47:22 +10:00
utilities.cpp One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
utilities.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00