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* Revert "Add missing image format RGB10A2. Fixes #14964"Juan Linietsky2018-01-031-24/+0
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* Merge pull request #15051 from binbitten/bug-fixesRémi Verschelde2018-01-031-0/+24
|\ | | | | Add missing image format RGB10A2. Fixes #14964
| * Add missing image format RGB10A2. Fixes #14964binbitten2017-12-251-0/+24
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* | Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Add functions to image to load a PNG or JPG from a buffer, closes #4024Juan Linietsky2017-12-201-0/+37
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* Improved packed scene previews.Daniel J. Ramirez2017-11-171-7/+16
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* Cleanup unnecessary debug printsRémi Verschelde2017-10-211-1/+0
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* Fix Alpha Border bugfixComanche_Ak2017-10-131-0/+1
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* Change to shrink_x2 function preventing it set a 0 width/heightGabriel2017-09-301-2/+2
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* Fixed a bunch of typos, including an error code.Ross Hadden2017-09-211-3/+3
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* Fix use of unitialized variablesHein-Pieter van Braam2017-09-021-3/+3
| | | | The second in my quest to make Godot 3.x compile with -Werror on GCC7
* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Add handy get_size() method to Image classAndrii Doroshenko (Xrayez)2017-08-261-0/+6
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* ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-56/+56
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* Add closest_power_of_2 func and implement mix_rate/latency on OS XMarcelo Fernandez2017-08-171-3/+3
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* Removes type information from method bindsIgnacio Etcheverry2017-08-101-6/+6
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* Add object type hint for docsPoommetee Ketson2017-07-191-1/+1
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* Refactor 'treshold' to 'threshold'Poommetee Ketson2017-07-081-18/+18
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* [#9292] Renamed Image.put_pixel() to set_pixel().ducdetronquito2017-07-071-8/+8
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* Added 'blit_rect_mask' for 3.0 toodumitru-stama2017-06-241-0/+57
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* Image: Fix wrong method DEFVALIgnacio Etcheverry2017-06-231-1/+1
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* Added two new methods to 3.0 'blend_rect_mask' and 'fill'd2017-06-181-0/+130
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* Merge pull request #9231 from dumitru-stama/constimgGeorge Marques2017-06-161-1/+1
|\ | | | | Fixed a bug in get_pixel not being const
| * Fixed a bug in get_pixel not being constdumitru.stama2017-06-161-1/+1
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* | -Fix freezes caused by etccomp2, closes #9183Juan Linietsky2017-06-161-6/+10
|/ | | | -Normalmaps are now detected and imported as RGTC, both in S3TC and ETC2, this improves their quality.
* Rewrite Image::blit_rect to use the following algorithm:Benjamin Dahse2017-06-141-10/+10
| | | | | | 1. Let r1 be the source rectangle clipped against the entire source image rectangle. 2. Let r2 be r1 offset by p_dest, clipped against the entire destination image rectangle. 3. Copy pixels from r1 to r2.
* Merge pull request #8548 from tagcup/etc2compJuan Linietsky2017-06-131-11/+11
|\ | | | | Add ETC1/ETC2 compression support though etc2comp.
| * Add ETC1/ETC2 compression support though etc2comp.Ferenc Arn2017-05-311-11/+11
| | | | | | | | | | | | Remove rg-etc1 code. Also updated travis to use ubuntu 14.04. Fixes #8457.
* | -Restored multithread capability to VisualServerJuan Linietsky2017-06-091-8/+8
| | | | | | | | -Restored resource previews!
* | renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-6/+6
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* rewritten PBR implementation to make it friendlier with BlenderJuan Linietsky2017-05-311-15/+5
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* -Added .hdr format supportJuan Linietsky2017-05-281-29/+1
| | | | | | -Added default environment editor setting -Added environment created by default in new projects -Removed default light and ambient from spatial editor, to make the editor more PBR compliant
* -Added EXR supprot for HDR (no BC6 compression yet though)Juan Linietsky2017-05-261-31/+481
| | | | | | -Improvements to texture importer -Proper detection of S3TC compression modes, and added all modes to Image -Fixes to non-power of 2 compressed textures, which should all be supported by GLES3
* Use libsquish to decompress DXT textures.Ferenc Arn2017-05-181-326/+3
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* Fix two typos from previous commitRémi Verschelde2017-05-171-1/+1
| | | | Also cleanup comments on variant types.
* Removal of Image from Variant, converted to a Resource.Juan Linietsky2017-05-171-54/+176
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* Move core thirdparty files to thirdparty/{minizip,misc}Rémi Verschelde2017-04-281-1/+2
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* [3.0] Fix bug in Image::_get_pixelbiam13islucky2017-04-231-1/+1
| | | | Fixes issue: https://github.com/godotengine/godot/issues/8158
* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-1079/+953
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Several bugfixes, improving the import workflowJuan Linietsky2017-02-061-29/+26
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* Lot of work in new importer, importing textures now works.Juan Linietsky2017-02-011-1/+1
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* Style: Fix statements ending with ';;'Rémi Verschelde2017-01-161-4/+4
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* Style: Cleanups, added headers, renamed filesRémi Verschelde2017-01-161-0/+2
| | | | | | | | | Made sure files in core/ and tools/ have a proper Godot license header when written by us. Also renamed aabb.{cpp,h} and object_type_db.{cpp,h} to rect3.{cpp,h} and class_db.{cpp,h} respectively. Also added a proper header to core/io/base64.{c,h} after clarifying the licensing with the original author (public domain).
* Style: Fix whole-line commented codeRémi Verschelde2017-01-141-3/+3
| | | | | They do not play well with clang-format which aligns the `//` part with the rest of the code block, thus producing badly indented commented code.
* Memory pool vectors (DVector) have been enormously simplified in code, and ↵Juan Linietsky2017-01-071-50/+50
| | | | renamed to PoolVector
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-748/+465
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * Some fixes and clean upsJuan Linietsky2016-12-311-1/+1
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| * work in progress global illuminationJuan Linietsky2016-12-201-11/+11
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| * Begining of GLES3 renderer:Juan Linietsky2016-10-031-748/+465
| | | | | | | | | | | | | | | | -Most 2D drawing is implemented -Missing shaders -Missing all 3D -Editor needs to be set on update always to be used, otherwise it does not refresh -Large parts of editor not working