godot/drivers/gles3
rsjtdrjgfuzkfg 7f8fa79e94 OpenGL: fix culling without depth prepass
This commit ensures a known backface culling state when rendering, even
if no depth prepass is used. This fixes backside culling not being
applied properly in some situations, most notably in scenes that only
use backside culling on mobile platforms.
2023-02-17 00:01:36 +01:00
..
effects One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
environment Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D 2023-01-31 20:04:11 +01:00
shaders Avoid branch in half2float in gl_compatibility renderer 2023-02-14 20:31:36 -08:00
storage Merge pull request #73263 from clayjohn/render_priority 2023-02-14 11:05:28 +01:00
rasterizer_canvas_gles3.cpp Store blend mode between CanvasItems to preserve batching 2023-02-13 14:46:26 -08:00
rasterizer_canvas_gles3.h Remove cap on number of items drawn in frame in 2D gl_compatibility render 2023-01-28 20:36:17 -08:00
rasterizer_gles3.cpp Clear Window before blitting Viewport in gl_compatibility renderer 2023-02-14 10:30:02 -08:00
rasterizer_gles3.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00
rasterizer_scene_gles3.cpp OpenGL: fix culling without depth prepass 2023-02-17 00:01:36 +01:00
rasterizer_scene_gles3.h Fix sky rendering with multiview in OpenGL 2023-01-31 11:36:14 -06:00
SCsub Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
shader_gles3.cpp Make screen texture and depth texture work in Multiview 2023-01-25 13:35:01 +11:00
shader_gles3.h One Copyright Update to rule them all 2023-01-05 13:25:55 +01:00