.. |
shaders
|
Explicitly use floating point numbers in the our shaders
|
2019-02-24 23:35:10 +00:00 |
rasterizer_canvas_gles3.cpp
|
Add -Wshadow=local to warnings and fix reported issues.
|
2019-02-20 19:44:12 +01:00 |
rasterizer_canvas_gles3.h
|
Update copyright statements to 2019
|
2019-01-01 12:58:10 +01:00 |
rasterizer_gles3.cpp
|
Update copyright statements to 2019
|
2019-01-01 12:58:10 +01:00 |
rasterizer_gles3.h
|
Update copyright statements to 2019
|
2019-01-01 12:58:10 +01:00 |
rasterizer_scene_gles3.cpp
|
Ensure that no depth test is used (specially in prepass) for objects that dont test or draw depth, fixes #25201
|
2019-02-22 14:48:10 -03:00 |
rasterizer_scene_gles3.h
|
Many fixes regarding depth buffer clearing, closes #25994, closes #25975
|
2019-02-21 12:31:41 -03:00 |
rasterizer_storage_gles3.cpp
|
Properly update materials when adding surface, fixes #23790
|
2019-02-22 16:27:00 -03:00 |
rasterizer_storage_gles3.h
|
On mobile, check for float and half float frameuffers supported, fixes #25324, fixes #25325.
|
2019-02-13 07:14:36 -03:00 |
SCsub
|
BuildSystem: generated files have .gen.extension
|
2017-06-25 07:55:01 +07:00 |
shader_compiler_gles3.cpp
|
Fix typos with codespell
|
2019-02-13 09:23:29 +01:00 |
shader_compiler_gles3.h
|
Update copyright statements to 2019
|
2019-01-01 12:58:10 +01:00 |
shader_gles3.cpp
|
Further fixes to avoid memory corruption, closes #25336
|
2019-01-26 10:47:04 -03:00 |
shader_gles3.h
|
Properly dispose of custom shaders, closes #19300
|
2019-01-25 19:28:27 -03:00 |