summaryrefslogtreecommitdiff
path: root/core
diff options
context:
space:
mode:
authorRémi Verschelde <rverschelde@gmail.com>2019-01-14 18:26:41 +0100
committerRémi Verschelde <rverschelde@gmail.com>2019-01-14 19:02:07 +0100
commit02ffc59270f48dc2ea52ae911bbcb80cf15168cf (patch)
tree67f21d889759d95e4ff1dc954b9b1c969324d040 /core
parent6f884cc88409fa1eb25b95f0fe91fc848c1b1481 (diff)
GLES2: Make Nvidia flicker workaround opt-in
It has a big impact on 2D and text rendering performance (cf. #24466) so the solution seems worse than the bug it aims to work around. It's now opt-in via "rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround" for those who need it and have a simple enough game for the performance drop not to be an issue. Fixes #24466.
Diffstat (limited to 'core')
-rw-r--r--core/project_settings.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/core/project_settings.cpp b/core/project_settings.cpp
index e325c828b8..8d05d7cc74 100644
--- a/core/project_settings.cpp
+++ b/core/project_settings.cpp
@@ -1163,8 +1163,6 @@ ProjectSettings::ProjectSettings() {
GLOBAL_DEF("input/ui_end", action);
input_presets.push_back("input/ui_end");
- //GLOBAL_DEF("display/window/handheld/orientation", "landscape");
-
custom_prop_info["display/window/handheld/orientation"] = PropertyInfo(Variant::STRING, "display/window/handheld/orientation", PROPERTY_HINT_ENUM, "landscape,portrait,reverse_landscape,reverse_portrait,sensor_landscape,sensor_portrait,sensor");
custom_prop_info["rendering/threads/thread_model"] = PropertyInfo(Variant::INT, "rendering/threads/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");
custom_prop_info["physics/2d/thread_model"] = PropertyInfo(Variant::INT, "physics/2d/thread_model", PROPERTY_HINT_ENUM, "Single-Unsafe,Single-Safe,Multi-Threaded");