Clay John
Clay John
Comment
Comment various aspects of this project so it makes sense when I come back to it later
- [ ] Look into doing some of the matrix calculations on CPU - [ ] Look into doing accurate lighting for direct and ambient colors on the CPU
**Your Godot version:** 4.0 dev **Issue description:** Before 4.0 alpha releases we will need to put together some tutorials on using the new rendering device API. For starters we should...
Fixes: https://github.com/godotengine/godot-docs/issues/5594 I am looking for feedback on a new style for the shader builtin functions. Previously the descriptions were presented in a table format that made them hard to...
Closes: https://github.com/godotengine/godot-proposals/issues/4261 This also exposes OpenGL to the project creation menu and re-exposes the renderer switch button in the top right hand corner of the editor. Things to consider during...
Add checks for physical light units in a few more places to ensure they aren't used when disabled. Fixes: https://github.com/godotengine/godot/issues/65586
Using AMD GPU Analyzer we can now analyze our default shader code and see line-by-line resource usage including register pressure. As VGPR usage is one of the largest bottlenecks we...
I hate to be making a compatibility breaking PR, but this has been a concern of mine for awhile and I unfortunately didn't realize it would be compatibility breaking until...
### Godot version 4.0 beta14 and earlier and likely later ### System information Most users are on Windows, some on Linux, variety of GPUs (intel, nVidia and AMD) ### Issue...
Fixes: https://github.com/godotengine/godot/issues/74522 We silently ignored the error return by ``_create_context()`` so window initialization continued even when we failed to create an OpenGL 3.3 context. This PR propagates the error up...