godot/drivers/gles3
Juan Linietsky 1894157c9f -Massive clean up to gizmos
-Make sure handles are always visible (on top)
-Fixed instanced scene selection (should work properly now)
-Added interpolated camera
-Customizable gizmo colors in editor settings
2017-08-26 00:47:28 -03:00
..
shaders Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917 2017-08-25 09:56:10 -03:00
rasterizer_canvas_gles3.cpp Added polygon antialiasing, but it does not work on nvidia. Will have to try something else.. 2017-08-19 13:14:38 -03:00
rasterizer_canvas_gles3.h Some fixes for shaders and WebGL2 2017-08-11 23:26:24 +02:00
rasterizer_gles3.cpp sorry, leftover bug fixed 2017-08-08 08:31:34 -03:00
rasterizer_gles3.h -Made visual server time affected by global time scale, closes #5583 2017-08-08 08:25:35 -03:00
rasterizer_scene_gles3.cpp Fixed opaque unshaded materials, they go through the regular opaque render list, closes #9917 2017-08-25 09:56:10 -03:00
rasterizer_scene_gles3.h Several fixes to subsurface scattering. Closes #9530 2017-08-21 21:38:01 -03:00
rasterizer_storage_gles3.cpp -Massive clean up to gizmos 2017-08-26 00:47:28 -03:00
rasterizer_storage_gles3.h -Massive clean up to gizmos 2017-08-26 00:47:28 -03:00
SCsub BuildSystem: generated files have .gen.extension 2017-06-25 07:55:01 +07:00
shader_compiler_gles3.cpp -Restored Sprite3D to working function, fixes #2061, fixes #9738 2017-08-08 17:23:44 -03:00
shader_compiler_gles3.h Add "Godot Engine contributors" copyright line 2017-04-08 00:11:42 +02:00
shader_gles3.cpp Synchronize parameter names in definition and declaration 2017-08-16 17:22:23 +02:00
shader_gles3.h Synchronize parameter names in definition and declaration 2017-08-16 17:22:23 +02:00