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4eec0032ea30dc3b61b9d0b623aa89bcdc40df21
godot
/
servers
/
rendering
/
renderer_rd
T
History
Anilforextra
c9f5d88f3a
Use fill() to fill an entire image instead of setting pixels individually.
2022-01-08 17:43:15 +05:45
..
forward_clustered
Added material_overlay property to MeshInstance3D
2022-01-05 11:47:51 +01:00
forward_mobile
Added material_overlay property to MeshInstance3D
2022-01-05 11:47:51 +01:00
shaders
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cluster_builder_rd.cpp
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cluster_builder_rd.h
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effects_rd.cpp
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effects_rd.h
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pipeline_cache_rd.cpp
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pipeline_cache_rd.h
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renderer_canvas_render_rd.cpp
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renderer_canvas_render_rd.h
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renderer_compositor_rd.cpp
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renderer_compositor_rd.h
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renderer_scene_environment_rd.cpp
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renderer_scene_environment_rd.h
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renderer_scene_gi_rd.cpp
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renderer_scene_gi_rd.h
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renderer_scene_render_rd.cpp
Use fill() to fill an entire image instead of setting pixels individually.
2022-01-08 17:43:15 +05:45
renderer_scene_render_rd.h
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renderer_scene_sky_rd.cpp
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renderer_scene_sky_rd.h
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renderer_storage_rd.cpp
Use fill() to fill an entire image instead of setting pixels individually.
2022-01-08 17:43:15 +05:45
renderer_storage_rd.h
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SCsub
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shader_compiler_rd.cpp
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shader_compiler_rd.h
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shader_rd.cpp
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shader_rd.h
…