You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-05 12:10:55 +00:00
Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
This commit is contained in:
@@ -2211,6 +2211,7 @@ void RenderingServer::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_quadrant_subdivision", "viewport", "quadrant", "subdivision"), &RenderingServer::viewport_set_shadow_atlas_quadrant_subdivision);
|
||||
ClassDB::bind_method(D_METHOD("viewport_set_msaa", "viewport", "msaa"), &RenderingServer::viewport_set_msaa);
|
||||
ClassDB::bind_method(D_METHOD("viewport_set_screen_space_aa", "viewport", "mode"), &RenderingServer::viewport_set_screen_space_aa);
|
||||
ClassDB::bind_method(D_METHOD("viewport_set_use_taa", "viewport", "enable"), &RenderingServer::viewport_set_use_taa);
|
||||
ClassDB::bind_method(D_METHOD("viewport_set_use_debanding", "viewport", "enable"), &RenderingServer::viewport_set_use_debanding);
|
||||
ClassDB::bind_method(D_METHOD("viewport_set_use_occlusion_culling", "viewport", "enable"), &RenderingServer::viewport_set_use_occlusion_culling);
|
||||
ClassDB::bind_method(D_METHOD("viewport_set_occlusion_rays_per_thread", "rays_per_thread"), &RenderingServer::viewport_set_occlusion_rays_per_thread);
|
||||
@@ -2297,6 +2298,7 @@ void RenderingServer::_bind_methods() {
|
||||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS);
|
||||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES);
|
||||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OCCLUDERS);
|
||||
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_MOTION_VECTORS);
|
||||
|
||||
/* SKY API */
|
||||
|
||||
|
||||
Reference in New Issue
Block a user