godot/servers/rendering/renderer_rd/storage_rd
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
..
forward_id_storage.cpp
forward_id_storage.h
light_storage.cpp Scale light shadow bias by soft_shadow_scale to reduce shadow acne on high quality settings 2022-11-06 10:49:55 -08:00
light_storage.h
material_storage.cpp
material_storage.h Expose BarrierMask as flags enum in RenderingDevice 2022-11-22 09:45:20 +03:00
mesh_storage.cpp Expose BarrierMask as flags enum in RenderingDevice 2022-11-22 09:45:20 +03:00
mesh_storage.h Add Skeletons and Blend Shapes to the OpenGL renderer 2022-11-29 09:45:03 -08:00
particles_storage.cpp Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
particles_storage.h Add GPUParticles to the OpenGL3 renderer. 2022-11-14 23:28:25 -08:00
render_buffer_custom_data_rd.h
render_scene_buffers_rd.cpp
render_scene_buffers_rd.h
render_scene_data_rd.cpp
render_scene_data_rd.h
SCsub
texture_storage.cpp GLES3 TextureStorage - add missing null checks 2022-11-16 23:31:59 -08:00
texture_storage.h Merge pull request #68186 from pkdawson/expose-texture-rd 2022-11-11 10:43:57 +01:00
utilities.cpp Add call_deferred() method to Callable 2022-11-04 17:24:34 +01:00
utilities.h