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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 ("Compatibility") projects without using the command line ( GH-70028 ). Core: Add feature tags to signify engine float precision ( GH-69538 ). C#: Rename SignalInfo to Signal and make awaitable ( GH-69968 ).

Beta 99
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Core: Fix escaping closing brackets in ConfigFile tags ( GH-68450 ). Export: Fix missing "debug"/"release" export presets feature tags ( GH-71274 ). OpenXR: Do not use SRGB swapchains with OpenGL ( GH-71224 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ).

Beta 110
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Dev snapshot: Godot 4.0 beta 9

Mircosoft Game Dev

Every supported renderer option is now selectable from the project creation screen, which means you can create OpenGL 3 (“Compatibility”) projects without using the command line ( GH-70028 ). Core: Add feature tags to signify engine float precision ( GH-69538 ). Rendering: OpenGL: Implement missing boot image feature ( GH-70169 ).

Beta 75
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Dev snapshot: Godot 4.0 beta 12

Mircosoft Game Dev

Core: Fix escaping closing brackets in ConfigFile tags ( GH-68450 ). Export: Fix missing “debug”/”release” export presets feature tags ( GH-71274 ). OpenXR: Do not use SRGB swapchains with OpenGL ( GH-71224 ). Rendering: OpenGL: Add support for FORMAT_{ETC2,DXT5}_RA_AS_RG ( GH-71248 ).

Beta 85
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Dev snapshot: Godot 3.0 alpha1

Mircosoft Game Dev

Our resources are too limited to focus on too many renderers at the same time, and the new OpenGL ES 3.0 / OpenGL 3.3 You can use the Q&A with the gdnative tag to mark your questions; karroffel will do all she can to help you get started. Does it support Vulkan? renderer of this build was already a huge refactor.

Dev 52
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GLES2 and GDNative, progress report #5

Mircosoft Game Dev

Because the new OpenGL ES 2.0 extension support for script type-tags was added. The functionality of adding global type tags was added so that every object can be asked for a type and can be safely checked and casted. In rendering, textures are used for sooo many things. Everything is a texture if you're brave enough).

Shaders 52
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Here comes Godot 3.2, with quality as priority

Mircosoft Game Dev

which will bring a new Vulkan-based rendering backend in lieu of the current OpenGL ES 3.0 / OpenGL 3.3 The lower end OpenGL ES 2.0 / OpenGL 2.1 As some of you may know, our next major milestone is Godot 4.0, backend will be kept and ported over to the new architecture for Godot 4.0. reports 1 , 2 , 3 , 4 , 5 , and 6 ).

Render 52