summaryrefslogtreecommitdiffstats
path: root/gles3_builders.py
Commit message (Collapse)AuthorAgeFilesLines
* Add GPUParticles to the OpenGL3 renderer.clayjohn2022-11-141-5/+44
| | | | | | | | This includes collision (2D SDF, Box, Sphere, Heightmap), attraction (Box, Sphere), and all sorting modes. This does not include 3D SDF collisions, trails, or manual emission.
* Rename Projection `matrix` to `columns`Aaron Franke2022-10-041-5/+5
|
* ci: add Python static analysis check via mypyJiri Suchan2022-09-301-4/+6
|
* ci: add basic test pipeline for shader buildersJiri Suchan2022-08-191-5/+3
|
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-1/+1
| | | | | | | | | | | | | Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
* Rename Basis "elements" to "rows"Aaron Franke2022-04-291-9/+9
|
* Rename Transform2D "elements" to "columns"Aaron Franke2022-04-291-6/+6
|
* Fix typo in gles3_builders.pyMarcel Admiraal2022-01-281-1/+1
|
* New OpenGL batching canvas rendererclayjohn2022-01-111-136/+211
|
* WIP New GLES3 Shader Compilerreduz2022-01-111-176/+132
| | | | Uses versions and specializations (more similar to RenderingDevice version)
* Add a double-precision editor build to CIAaron Franke2021-12-091-35/+35
|
* Use OpenGL 3.3 core profile instead of compatibility profileClay John2021-10-311-0/+528
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.