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* Update copyright statements to 2021Rémi Verschelde2021-01-016-12/+12
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* SCons: Add explicit dependencies on thirdparty code in cloned envRémi Verschelde2020-12-181-3/+14
| | | | | | | | | | | | | | Since we clone the environments to build thirdparty code, we don't get an explicit dependency on the build objects produced by that environment. So when we update thirdparty code, Godot code using it is not necessarily rebuilt (I think it is for changed headers, but not for changed .c/.cpp files), which can lead to an invalid compilation output (linking old Godot .o files with a newer, potentially ABI breaking version of thirdparty code). This was only seen as really problematic with bullet updates (leading to crashes when rebuilding Godot after a bullet update without cleaning .o files), but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Make EXR import format support all depths and channel configurationsreduz2020-09-091-53/+105
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* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-1/+2
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-144-15/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* New lightmapperJuan Linietsky2020-05-101-4/+12
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* tinyexr: Enable C++11 threaded loadingRémi Verschelde2020-04-301-0/+3
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* Replace NULL with nullptrlupoDharkael2020-04-022-5/+5
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* SCons: Format buildsystem files with psf/blackRémi Verschelde2020-03-302-3/+4
| | | | | | | | | | | | | | | | | | | | | Configured for a max line length of 120 characters. psf/black is very opinionated and purposely doesn't leave much room for configuration. The output is mostly OK so that should be fine for us, but some things worth noting: - Manually wrapped strings will be reflowed, so by using a line length of 120 for the sake of preserving readability for our long command calls, it also means that some manually wrapped strings are back on the same line and should be manually merged again. - Code generators using string concatenation extensively look awful, since black puts each operand on a single line. We need to refactor these generators to use more pythonic string formatting, for which many options are available (`%`, `format` or f-strings). - CI checks and a pre-commit hook will be added to ensure that future buildsystem changes are well-formatted.
* Adding missing include guards to header files identified by LGTM.Rajat Goswami2020-03-231-0/+5
| | | | This addresses the issue godotengine/godot#37143
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-182-22/+20
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Fix assign instead of comparison in image_save_tinyexr.cpp.Marcel Admiraal2020-02-111-1/+1
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* Refactor image_saver_tinyexr.cpp to prevent compiler warnings.Marcel Admiraal2020-02-111-5/+10
| | | | | Prevents GCC compiler throwing: control reaches end of non-void function. Prevents Visual Studio throwing C4715: not all control paths return a value.
* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-2/+2
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* Update copyright statements to 2020Rémi Verschelde2020-01-016-12/+12
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Remove .exr saver debug printHolger Dammertz2019-11-271-4/+0
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* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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* Add Image.save_exr()Marc Gilleron2019-08-073-0/+322
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* Added release function to PoolVector::Access.Ibrahn Sahir2019-07-061-1/+1
| | | | | | For clarity, assign-to-release idiom for PoolVector::Read/Write replaced with a function call. Existing uses replaced (or removed if already handled by scope)
* Fix error macro calls not ending with semicolonRémi Verschelde2019-06-111-2/+2
| | | | | | | It's not necessary, but the vast majority of calls of error macros do have an ending semicolon, so it's best to be consistent. Most WARN_DEPRECATED calls did *not* have a semicolon, but there's no reason for them to be treated differently.
* SCons: Always use env.Prepend for CPPPATHRémi Verschelde2019-04-301-1/+1
| | | | | | Include paths are processed from left to right, so we use Prepend to ensure that paths to bundled thirdparty files will have precedence over system paths (e.g. `/usr/include` should have lowest priority).
* Fix import grayscale EXRVivatchai Kaveeta2019-03-221-14/+23
| | | Fix #27299
* Update copyright statements to 2019Rémi Verschelde2019-01-014-8/+8
| | | | Happy new year to the wonderful Godot community!
* Fix loading EXR with alpha channelRémi Verschelde2018-12-301-3/+3
| | | | Fixes #24659.
* SCons: Build thirdparty code in own env, disable warningsRémi Verschelde2018-09-281-1/+4
| | | | | Also remove unnecessary `Export('env')` in other SCsubs, Export should only be used when exporting *new* objects.
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-122-3/+3
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Fix tiled EXR crash, update tinyexr to head to fix corrupted uncompressed ↵elasota2018-08-271-11/+70
| | | | EXR loading
* SCons: Pass env to modules can_build methodRémi Verschelde2018-05-301-7/+3
| | | | | | This allows to disable modules based on the environment, in particular `env[tools]` which tells us if we are building the editor or not.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-054-0/+4
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-014-8/+8
| | | | Happy new year to the wonderful Godot community!
* TinyEXR: Fix EXR header when parsing pixels encoded as HALFRémi Verschelde2017-12-051-5/+20
| | | | | Also free the header and image properly after usage. Fixes #13490.
* doc: Make all module docs self-containedRémi Verschelde2017-11-151-2/+0
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* Use BoolVariable for module options.Elliott Sales de Andrade2017-09-251-1/+1
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* Use BoolVariable in target/component/advanced options.Elliott Sales de Andrade2017-09-251-1/+1
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* Fix files headerPoommetee Ketson2017-09-012-2/+2
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-274-4/+4
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* Added support for SVGDaniel J. Ramirez2017-08-202-2/+2
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* Disable etc2comp and tinyexr modules on non-tools buildRémi Verschelde2017-06-301-1/+5
| | | | | | | They are not necessary in such configuration, and require C++11 and (on Android) the STL. Fixes #9273.
* Several fixes related to PBR and EnvironmentJuan Linietsky2017-05-302-5/+13
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* -Added EXR supprot for HDR (no BC6 compression yet though)Juan Linietsky2017-05-266-0/+309
-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