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author | Juan Linietsky <reduzio@gmail.com> | 2019-01-24 17:16:04 -0300 |
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committer | GitHub <noreply@github.com> | 2019-01-24 17:16:04 -0300 |
commit | cce679584bfffa16c4a088836079cc4cfee035f7 (patch) | |
tree | 9c33c403b4a278e912d8bb82ff9e1106c3754ff2 /drivers/gles3/rasterizer_storage_gles3.cpp | |
parent | 7fa41f17a608c75d164d313331105140b69cf494 (diff) | |
parent | 42764ed252f6e1688ced41d645898425a6101be8 (diff) |
Merge pull request #25295 from godotengine/revert-25242-fix_ios_issues
Revert "Fix errors on iOS"
Diffstat (limited to 'drivers/gles3/rasterizer_storage_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 10 |
1 files changed, 0 insertions, 10 deletions
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8e6606a95d..8b3f1a1b77 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -7052,12 +7052,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->exposure.color); glBindTexture(GL_TEXTURE_2D, rt->exposure.color); -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); -#else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); -#endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -7289,12 +7284,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) { if (config.use_rgba_2d_shadows) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } else { -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); -#else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); -#endif } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |