godot/drivers/gles3
Arman Elgudzhyan 7ac8365e11 Support custom AABB within MultiMesh resources
- Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations.
- Should also help improve CPU Particle performance.
2024-02-15 22:37:07 -08:00
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effects
environment
shaders Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
storage Support custom AABB within MultiMesh resources 2024-02-15 22:37:07 -08:00
rasterizer_canvas_gles3.cpp Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data 2024-02-08 10:53:24 +01:00
rasterizer_canvas_gles3.h
rasterizer_gles3.cpp Add --no-header option to clean output 2024-02-15 14:10:11 +03:00
rasterizer_gles3.h Finish splitting functionality of the Vulkan and D3D12 backends into RenderingDeviceDriver. 2024-02-12 10:02:18 -03:00
rasterizer_scene_gles3.cpp Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
rasterizer_scene_gles3.h Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
SCsub
shader_gles3.cpp
shader_gles3.h