godot/servers/rendering/renderer_rd
Hugo Locurcio df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
..
forward_clustered Rename Lod Threshold to Mesh Lod Threshold 2021-12-29 00:11:50 +01:00
forward_mobile Rename Lod Threshold to Mesh Lod Threshold 2021-12-29 00:11:50 +01:00
shaders Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
cluster_builder_rd.cpp Remove disabled debug code in ClusterBuilderRD 2021-11-25 20:28:50 +01:00
cluster_builder_rd.h Swap args of Plane(point, normal) constructor 2021-10-15 20:49:42 -05:00
effects_rd.cpp Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
effects_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
pipeline_cache_rd.cpp Fix wireframe render mode 2021-10-15 06:53:52 +03:00
pipeline_cache_rd.h Implement more rendering options as specialization constants 2021-07-19 21:51:29 -03:00
renderer_canvas_render_rd.cpp Replace String comparisons with "", String() to is_empty() 2021-12-09 04:48:38 -06:00
renderer_canvas_render_rd.h Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_compositor_rd.cpp Replace String comparisons with "", String() to is_empty() 2021-12-09 04:48:38 -06:00
renderer_compositor_rd.h Implemented AMD's FSR as a computer shader for upscaling 3D scenes 2021-11-23 14:16:03 -07:00
renderer_scene_environment_rd.cpp Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog 2021-10-28 22:02:23 -07:00
renderer_scene_environment_rd.h Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog 2021-10-28 22:02:23 -07:00
renderer_scene_gi_rd.cpp Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
renderer_scene_gi_rd.h Remove unimplemented Environment.ambient_light_occlusion_color property 2021-10-07 17:47:52 +02:00
renderer_scene_render_rd.cpp Rename Lod Threshold to Mesh Lod Threshold 2021-12-29 00:11:50 +01:00
renderer_scene_render_rd.h Rename Lod Threshold to Mesh Lod Threshold 2021-12-29 00:11:50 +01:00
renderer_scene_sky_rd.cpp Replace String comparisons with "", String() to is_empty() 2021-12-09 04:48:38 -06:00
renderer_scene_sky_rd.h Fix default_texture_param in shader pipeline to support uniform arrays 2021-11-12 12:53:40 +03:00
renderer_storage_rd.cpp Rename Lod Threshold to Mesh Lod Threshold 2021-12-29 00:11:50 +01:00
renderer_storage_rd.h Rename Lod Threshold to Mesh Lod Threshold 2021-12-29 00:11:50 +01:00
SCsub Create mobile renderer 2021-05-03 21:54:11 +10:00
shader_compiler_rd.cpp Make compile shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
shader_compiler_rd.h Added support for uniform arrays in shaders 2021-10-04 13:57:44 +03:00
shader_rd.cpp Replace String comparisons with "", String() to is_empty() 2021-12-09 04:48:38 -06:00
shader_rd.h Rename RID's getornull() to get_or_null() 2021-09-29 23:58:02 +02:00