godot/drivers/gles3
clayjohn f33ffd9ab4 Add Skeletons and Blend Shapes to the OpenGL renderer
This uses a similar multipass approach to blend shapes
as Godot 3.x, the major difference here is that we
need to convert the normals and tangents to octahedral
for rendering.

Skeletons work the same as the Vulkan renderer except the bones
are stored in a texture as they were in 3.x.
2022-11-29 09:45:03 -08:00
..
effects Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
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 Add Skeletons and Blend Shapes to the OpenGL renderer 2022-11-29 09:45:03 -08:00
storage Add Skeletons and Blend Shapes to the OpenGL renderer 2022-11-29 09:45:03 -08:00
rasterizer_canvas_gles3.cpp Add Skeletons and Blend Shapes to the OpenGL renderer 2022-11-29 09:45:03 -08:00
rasterizer_canvas_gles3.h Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
rasterizer_gles3.cpp Regenerate GL loader code with GLAD 2 2022-11-14 21:48:01 +01:00
rasterizer_gles3.h Add multiview to the opengl3 driver 2022-10-21 21:00:32 -05:00
rasterizer_scene_gles3.cpp Add Skeletons and Blend Shapes to the OpenGL renderer 2022-11-29 09:45:03 -08:00
rasterizer_scene_gles3.h Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
SCsub Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
shader_gles3.cpp Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
shader_gles3.h Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00