godot/servers/rendering/renderer_rd/forward_clustered
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- 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.
2021-10-31 15:56:45 +01:00
..
SCsub Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
render_forward_clustered.cpp Use OpenGL 3.3 core profile instead of compatibility profile 2021-10-31 15:56:45 +01:00
render_forward_clustered.h Implement distance fade and transparency 2021-10-25 11:39:34 +02:00
scene_shader_forward_clustered.cpp Implement distance fade and transparency 2021-10-25 11:39:34 +02:00
scene_shader_forward_clustered.h Implement distance fade and transparency 2021-10-25 11:39:34 +02:00