..
shaders
Properly discard fragments during depth prepass opaque pass, fixes #23321
2019-01-27 20:20:07 -03:00
rasterizer_canvas_gles2.cpp
Use transparent framebuffer only when set to transparent, closes #21827
2019-01-27 15:47:17 -03:00
rasterizer_canvas_gles2.h
GLES2: Make Nvidia flicker workaround opt-in
2019-01-14 19:02:07 +01:00
rasterizer_gles2.cpp
GLES2: Clarify why we exclude debug code on iOS
2019-01-11 20:04:13 +01:00
rasterizer_gles2.h
Update copyright statements to 2019
2019-01-01 12:58:10 +01:00
rasterizer_scene_gles2.cpp
Properly discard fragments during depth prepass opaque pass, fixes #23321
2019-01-27 20:20:07 -03:00
rasterizer_scene_gles2.h
Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132
2019-01-22 10:05:23 -03:00
rasterizer_storage_gles2.cpp
Properly get proxy texture size for canvas light, fixes #17067
2019-01-27 16:57:05 -03:00
rasterizer_storage_gles2.h
Properly get proxy texture size for canvas light, fixes #17067
2019-01-27 16:57:05 -03:00
SCsub
SCons: Build thirdparty code in own env, disable warnings
2018-09-28 14:07:39 +02:00
shader_compiler_gles2.cpp
Fix many asan and ubsan reported issues
2019-01-30 06:43:56 +01:00
shader_compiler_gles2.h
Update copyright statements to 2019
2019-01-01 12:58:10 +01:00
shader_gles2.cpp
Further fixes to avoid memory corruption, closes #25336
2019-01-26 10:47:04 -03:00
shader_gles2.h
Properly dispose of custom shaders, closes #19300
2019-01-25 19:28:27 -03:00