More 3D Improvements
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
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50 changed files with 2261 additions and 93 deletions
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@ -741,6 +741,22 @@ public:
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FUNC2(multimesh_set_visible_instances,RID,int);
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FUNC1RC(int,multimesh_get_visible_instances,RID);
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/* IMMEDIATE API */
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FUNC0R(RID,immediate_create);
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FUNC3(immediate_begin,RID,PrimitiveType,RID);
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FUNC2(immediate_vertex,RID,const Vector3&);
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FUNC2(immediate_normal,RID,const Vector3&);
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FUNC2(immediate_tangent,RID,const Plane&);
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FUNC2(immediate_color,RID,const Color&);
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FUNC2(immediate_uv,RID,const Vector2&);
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FUNC2(immediate_uv2,RID,const Vector2&);
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FUNC1(immediate_end,RID);
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FUNC1(immediate_clear,RID);
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FUNC2(immediate_set_material,RID,RID);
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FUNC1RC(RID,immediate_get_material,RID);
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/* PARTICLES API */
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