pandemonium_engine/drivers
Hugo Locurcio 769c33abdf Backport DirectionalLight fade_start property to 3.x
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2024-07-17 00:11:17 +02:00
..
alsa
alsamidi
coreaudio Clang format everything. 2024-07-16 21:23:54 +02:00
coremidi
dummy Clang format everything. 2024-07-16 21:23:54 +02:00
gl_context
gles2 Backport DirectionalLight fade_start property to 3.x 2024-07-17 00:11:17 +02:00
gles3 Clang format everything again. 2024-07-16 21:29:26 +02:00
gles_common Adding back the gpu based particles pt1. 2024-07-16 08:22:27 +02:00
png
pulseaudio
unix Clang format everything. 2024-07-16 21:23:54 +02:00
wasapi
windows Clang format everything. 2024-07-16 21:23:54 +02:00
winmidi
xaudio2
register_driver_types.cpp
register_driver_types.h
SCsub Adding back the GLES3 renderer pt1. Unlike in godot it can be disabled compile time. It will be enabled afer if works. 2024-07-16 00:14:10 +02:00