godot/servers/visual
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00
..
default_mouse_cursor.xpm GODOT IS OPEN SOURCE 2014-02-09 22:10:30 -03:00
rasterizer.cpp Merge remote-tracking branch 'origin/gles3' into gles3-on-master 2017-01-02 21:52:26 +01:00
rasterizer.h Type renames: 2017-01-11 00:52:51 -03:00
SCsub style: Fix PEP8 whitespace issues in Python files 2016-11-01 00:35:16 +01:00
shader_language.cpp Merge remote-tracking branch 'origin/gles3' into gles3-on-master 2017-01-02 21:52:26 +01:00
shader_language.h First set of changes to fix compilation errors and initialise the gles3 renderer for Mac OS X. Still broken at this point. 2017-01-04 23:34:02 +11:00
shader_types.cpp WIP particle system 2017-01-01 22:16:52 -03:00
shader_types.h -the new shader language seems to work 2016-10-07 11:31:18 -03:00
visual_server_canvas.cpp Type renames: 2017-01-11 00:52:51 -03:00
visual_server_canvas.h Type renames: 2017-01-11 00:52:51 -03:00
visual_server_global.cpp Begining of GLES3 renderer: 2016-10-03 21:35:16 +02:00
visual_server_global.h Begining of GLES3 renderer: 2016-10-03 21:35:16 +02:00
visual_server_light_baker.cpp work in progress global illumination 2016-12-20 00:21:07 -03:00
visual_server_light_baker.h work in progress global illumination 2016-12-20 00:21:07 -03:00
visual_server_raster.cpp Memory pool vectors (DVector) have been enormously simplified in code, and renamed to PoolVector 2017-01-07 18:26:38 -03:00
visual_server_raster.h Type renames: 2017-01-11 00:52:51 -03:00
visual_server_scene.cpp Type renames: 2017-01-11 00:52:51 -03:00
visual_server_scene.h Type renames: 2017-01-11 00:52:51 -03:00
visual_server_viewport.cpp Type renames: 2017-01-11 00:52:51 -03:00
visual_server_viewport.h Type renames: 2017-01-11 00:52:51 -03:00