godot/servers/rendering/renderer_rd
reduz 83058597cf Replace Octree by DynamicBVH in cull code
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
..
shaders Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
effects_rd.cpp Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
effects_rd.h Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
light_cluster_builder.cpp Rename RD texture "type" to "texture_type" 2020-12-04 19:34:50 -05:00
light_cluster_builder.h
pipeline_cache_rd.cpp
pipeline_cache_rd.h
renderer_canvas_render_rd.cpp Rename Control margin to offset 2020-12-23 06:25:56 +00:00
renderer_canvas_render_rd.h
renderer_compositor_rd.cpp
renderer_compositor_rd.h
renderer_scene_render_forward.cpp Replace Octree by DynamicBVH in cull code 2020-12-23 19:31:30 -03:00
renderer_scene_render_forward.h Replace Octree by DynamicBVH in cull code 2020-12-23 19:31:30 -03:00
renderer_scene_render_rd.cpp Replace Octree by DynamicBVH in cull code 2020-12-23 19:31:30 -03:00
renderer_scene_render_rd.h Replace Octree by DynamicBVH in cull code 2020-12-23 19:31:30 -03:00
renderer_storage_rd.cpp Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
renderer_storage_rd.h Implement automatic LOD (Level of Detail) 2020-12-18 15:48:03 +01:00
SCsub
shader_compiler_rd.cpp
shader_compiler_rd.h
shader_rd.cpp Add support for low-end 3D rendering. 2020-12-07 20:50:57 -03:00
shader_rd.h Add support for low-end 3D rendering. 2020-12-07 20:50:57 -03:00