godot/drivers/gles2
Juan Linietsky 33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
..
shaders
rasterizer_canvas_gles2.cpp A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
rasterizer_canvas_gles2.h Custom material support seems complete. 2020-02-11 11:53:29 +01:00
rasterizer_gles2.cpp
rasterizer_gles2.h Custom material support seems complete. 2020-02-11 11:53:29 +01:00
rasterizer_scene_gles2.cpp PoolVector is gone, replaced by Vector 2020-02-18 10:10:36 +01:00
rasterizer_scene_gles2.h Remove obsolete GLES3 backend 2020-02-13 10:36:44 +01:00
rasterizer_storage_gles2.cpp Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT. 2020-02-25 12:55:53 +01:00
rasterizer_storage_gles2.h PoolVector is gone, replaced by Vector 2020-02-18 10:10:36 +01:00
SCsub
shader_compiler_gles2.cpp Added support for arrays as shader struct members 2020-02-12 17:10:20 +03:00
shader_compiler_gles2.h Remove obsolete GLES3 backend 2020-02-13 10:36:44 +01:00
shader_gles2.cpp
shader_gles2.h