devloglogan
8fef9a689e
Implement motion vectors in compatibility renderer
2025-09-30 09:42:17 -05:00
LuoZhihao
63c124fa45
Expose RS.mesh_surface_update_index_region
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And `mesh_surface_get_format_index_stride`
2025-06-05 19:35:59 +08:00
Lukas Tenbrink
4cb8a0c77e
Add resize_initialized and resize_uninitialized to Vector. These functions serve as replacements for resize, to make sure the caller understands whether elements need to be initialized 'by hand' after the call.
2025-05-26 18:35:41 +02:00
David House
e6daec9cf8
Added indirect drawing functionality to MultiMesh
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Update doc/classes/RenderingServer.xml
Co-Authored-By: Micky <66727710+Mickeon@users.noreply.github.com >
2025-01-13 14:51:51 -06:00
Yufeng Ying
33817b186f
Remove unused header in drivers and modules.
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Co-authored-by: Thaddeus Crews <repiteo@outlook.com >
2024-12-24 00:40:47 +08:00
ze2j
97b093617d
Follow-up of ArrayMesh::surface_remove addition
2024-12-20 10:53:43 +01:00
Thaddeus Crews
b715fabd70
Merge pull request #76371 from ze2j/array_mesh_surface_remove
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Add `ArrayMesh::surface_remove`
2024-12-19 19:59:56 -06:00
clayjohn
deac37c464
Clear AABB when Mesh is cleared
2024-12-05 11:40:44 -08:00
ze2j
97e0b43faa
Add ArrayMesh::surface_remove
2024-11-27 13:46:15 +01:00
David House
6e9d31f602
Implemented multimesh_get_buffer_rd_rid function into RenderingServer.
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Fixed style error.
Updated dummy mesh_storage to move from cpp to h the return of a blank Rid on _multimesh_get_buffer_rd_rid.
2024-11-14 15:52:08 -06:00
Nazarii
1ba168fcbc
Use local vector for skeleton
2024-10-02 20:38:40 +03:00
Rémi Verschelde
bc4c60c933
Merge pull request #94893 from rune-scape/no-const-cast-mesh-storage
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Avoid `const_cast` in `mesh_storage.h`
2024-09-10 09:51:22 +02:00
Rémi Verschelde
a2b64ed544
Merge pull request #95961 from RadiantUwU/fix-mesh-recursion
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Fix shadow mesh recursion.
2024-09-03 11:43:16 +02:00
Radiant
70860aafd8
Fix shadow mesh recursion.
2024-08-31 22:31:43 +03:00
rune-scape
f04a9bb630
Avoid const_cast in mesh_storage.h
2024-08-28 14:46:03 -07:00
Rémi Verschelde
033054f182
Merge pull request #95838 from olawlor/vertex65536bugfix
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Fix GLES3 crash with Mesh surface with exactly 65536 vertices
2024-08-20 10:03:06 +02:00
Orion Lawlor
bde165ccb3
Fix GLES3 crash with Mesh surface with exactly 65536 vertices
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Fixes #95837 .
2024-08-20 09:08:16 +02:00
Ricardo Buring
1728f80e7c
Fixed Timestep Interpolation: MultiMesh
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Adds fixed timestep interpolation to multimeshes.
Co-authored-by: lawnjelly <lawnjelly@gmail.com >
2024-08-18 17:14:59 +02:00
Ricardo Buring
a24cb7b369
Fix MultiMesh buffer cache in transforms-only case
2024-05-11 21:10:07 +02:00
Rémi Verschelde
415a334f5f
Merge pull request #88745 from clayjohn/GLES3-system-fbo
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Consistently use `system_fbo` instead of binding 0 as it is needed for iOS devices
2024-02-27 10:17:51 +01:00
clayjohn
294f16c862
Consistently use system_fbo instead of binding 0 as it is needed for iOS devices
2024-02-25 13:52:41 -08:00
Robert Yevdokimov
13e82094ee
Remove word duplicates in comments and strings, and fix casing and punctuation
2024-02-23 17:28:28 -05:00
Arman Elgudzhyan
533eab89ab
Fixed reversed custom AABB null check when recalculating multimesh AABBs
2024-02-18 12:07:23 -08:00
Arman Elgudzhyan
7ac8365e11
Support custom AABB within MultiMesh resources
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- Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations.
- Should also help improve CPU Particle performance.
2024-02-15 22:37:07 -08:00
A Thousand Ships
684752e75b
Replace error checks against size with is_empty
2024-02-09 12:50:15 +01:00
Yuri Sizov
2ce450f8bc
Merge pull request #84894 from clayjohn/tangent-error-message
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Store ArrayMesh path in RenderingServer for use in error messages
2024-01-24 14:07:47 +01:00
EddieBreeg
8747c67d9e
Fix potential integer underflow in rounded up divisions
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A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.
Fixes #80358 .
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com >
2024-01-02 14:14:47 +01:00
Rémi Verschelde
4943b6e6b3
Merge pull request #84451 from ShirenY/FixSkeletonMeshCulling
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Transform mesh's AABB to skeleton's space when calculating mesh's bounds
2023-12-12 00:16:51 +01:00
ShirenY
27f71c4e78
Transform mesh's AABB to skeleton's space when calculate mesh's bounds.
2023-12-09 11:41:15 +08:00
Yuri Sizov
c2151bbfbf
Merge pull request #85621 from daustria/opengl-compatibility-wireframe
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Add wireframe for compatibility mode
2023-12-08 15:23:41 +01:00
Dominic
bae6f86257
Add wireframe for compatibility mode
2023-12-02 13:09:56 -05:00
clayjohn
c0c1efc5da
Use vertex input mask for creating vertex arrays
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Also fix bug in creation of vertex input mask
2023-11-19 16:32:55 +01:00
clayjohn
ead36fdcc4
Store ArrayMesh path in RenderingServer for use in error messages
2023-11-14 16:27:10 +01:00
clayjohn
a88e519f18
Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-24 22:32:34 +02:00
clayjohn
8f9cd4e1e3
Some more fixes for compressed meshes
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This cleans up a few more cases of uint32_t->uint64_t
Importantly this fixes an edge case in the axis-angle compression by
using the pre-existing Basis methods instead
2023-10-24 09:38:12 +02:00
clayjohn
318ef8461f
Implementation of tool to automatically upgrade and re-save meshes
2023-10-23 22:39:48 +02:00
clayjohn
51ed3aef63
Vertex and attribute compression to reduce the size of the vertex format.
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This allows Godot to automatically compress meshes to save a lot of bandwidth.
In general, this requires no interaction from the user and should result in
no noticable quality loss.
This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.
Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
A Thousand Ships
3565d1bf7e
[Drivers,Platform] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable
2023-09-12 20:13:32 +02:00
A Thousand Ships
6cb28e481f
Fix memory access error for MultiMesh with GLES3
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Buffer was incorrectly assigned when invalid data was provided
2023-08-19 16:01:21 +02:00
Yuri Sizov
b1f4e58bbf
Merge pull request #79772 from Malcolmnixon/gles-skeletons
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Unbind the framebuffer when updating meshes
2023-07-24 19:33:27 +02:00
Malcolm Nixon
679f5bf410
Unbind the framebuffer when updating meshes.
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While the vertex shaders used to update the meshes aren't actually rendering to the framebuffer, they may still refuse to run with some framebuffers bound - such as XR with multiple views.
2023-07-21 19:34:12 -04:00
bitsawer
9897f1cfb9
Fix GLES3 multimesh rendering when using colors or custom data
2023-07-20 11:54:34 +03:00
bitsawer
dab0871d41
Fix invalid RID errors when freeing a mesh with blend shapes
2023-06-19 11:07:15 +03:00
clayjohn
36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
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This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times
This also adds memory tracking to textures and buffers to catch memory leaks.
This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
Lyuma
791d8001db
Fix AABB for unused bones
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Fixes bug where bounding box of 1 unit was used in some skinned models and had wrong LODs.
(this could become very large if the mesh is scaled, such as FBX conversions)
Also fixes a mistake in calcualting bone index.
2023-05-19 19:47:52 -07:00
SlugFiller
06a1fe0364
Fix AABB calculation for meshes using Skeleton2D
2023-03-05 08:21:08 +02:00
Rémi Verschelde
0668e0f5a9
Merge pull request #69001 from dzil123/fix_rendering_checks
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Fix various missing rendering parameter checks
2023-02-13 21:07:05 +01:00
Ricardo Buring
497f5576c1
Fix MultiMesh visible_instance_count being ignored after the first frame
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Co-authored-by: Clay John <claynjohn@gmail.com >
2023-02-03 11:40:39 -08:00
Ricardo Buring
086b9e0c59
Notify dependencies when setting custom mesh AABB
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Fixes SoftBody3D culling issues.
2023-02-02 23:31:27 +01:00
clayjohn
eb9c2b878a
Automatically transform Skeleton2D calculations so pivots are not needed
2023-01-27 14:55:22 -08:00