godot/drivers/gles3
Rémi Verschelde 0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +01:00
..
shaders Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
rasterizer_canvas_gles3.cpp A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
rasterizer_canvas_gles3.h Custom material support seems complete. 2020-02-11 11:53:29 +01:00
rasterizer_gles3.cpp Refactored RID/RID_Owner to always use O(1) allocation. 2020-02-11 11:53:26 +01:00
rasterizer_gles3.h Custom material support seems complete. 2020-02-11 11:53:29 +01:00
rasterizer_scene_gles3.cpp doc: Sync classref with current source 2020-02-12 12:37:13 +01:00
rasterizer_scene_gles3.h doc: Sync classref with current source 2020-02-12 12:37:13 +01:00
rasterizer_storage_gles3.cpp Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
rasterizer_storage_gles3.h Custom material support seems complete. 2020-02-11 11:53:29 +01:00
SCsub BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
shader_compiler_gles3.cpp Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
shader_compiler_gles3.h Completed material/2D shader support (missing SCREEN_TEXTURE) 2020-02-11 11:53:29 +01:00
shader_gles3.cpp Remove duplicate ERR_PRINT macro. 2020-02-05 11:13:24 +01:00
shader_gles3.h Update copyright statements to 2020 2020-01-01 11:16:22 +01:00