godot/drivers
Holger Dammertz 418b035dda fix #33188 MSAA depth buffer not used for external texture
When rendering to an external texture and MSAA was active (as happened
in the Oculus Mobile ARVR plugin) no MSAA was rendered as the correct
depth buffer and multisample texture target was not used.
This also fixes https://github.com/GodotVR/godot_oculus_mobile/issues/54
2019-11-04 20:14:52 +01:00
..
alsa Changed some code found by Clang Tidy and Coverity 2019-09-22 18:45:08 +02:00
alsamidi
convex_decomp
coreaudio Fix compilation warnings in macOS build, enable warnings=extra werror=yes for macOS CI. 2019-10-24 20:37:56 +03:00
coremidi Fix compilation warnings in macOS build, enable warnings=extra werror=yes for macOS CI. 2019-10-24 20:37:56 +03:00
dummy Added some obvious errors explanations 2019-09-25 10:28:50 +02:00
gl_context
gles2 fix #33188 MSAA depth buffer not used for external texture 2019-11-04 20:14:52 +01:00
gles3 Merge pull request #33104 from qarmin/fix_some_crashes 2019-10-28 08:37:59 +01:00
png
pulseaudio
unix Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
wasapi Fix compilation warnings in macOS build, enable warnings=extra werror=yes for macOS CI. 2019-10-24 20:37:56 +03:00
windows
winmidi
xaudio2
register_driver_types.cpp
register_driver_types.h
SCsub