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tiennm99
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godot
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9dbe314da6d7c0df8df240a401686ea25f3ef086
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
Merge pull request
#56208
from williamd67/GPULightmapper-sky-upside-down
2022-01-05 10:51:19 +01:00
cluster_builder_rd.cpp
…
cluster_builder_rd.h
…
effects_rd.cpp
…
effects_rd.h
…
pipeline_cache_rd.cpp
…
pipeline_cache_rd.h
…
renderer_canvas_render_rd.cpp
Fix incorrect format and buffer used for bone weights.
2022-01-05 08:44:59 +02:00
renderer_canvas_render_rd.h
…
renderer_compositor_rd.cpp
…
renderer_compositor_rd.h
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renderer_scene_environment_rd.cpp
…
renderer_scene_environment_rd.h
…
renderer_scene_gi_rd.cpp
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renderer_scene_gi_rd.h
…
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
…
renderer_scene_sky_rd.cpp
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renderer_scene_sky_rd.h
…
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
Merge pull request
#55332
from Calinou/voxelgidata-tweak-default-dynamic-range
2022-01-04 17:18:28 +01:00
SCsub
…
shader_compiler_rd.cpp
…
shader_compiler_rd.h
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shader_rd.cpp
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shader_rd.h
…