diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2020-02-13 10:08:52 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2020-02-13 10:36:44 +0100 |
commit | 386968ea97d4ceeb004cc05a7aa740aa7abe6ca9 (patch) | |
tree | 4ad2333ba23b1cbe7db9e213e9d7702606ea42a6 /main | |
parent | d661ca53575142582254f56afd5f92563db6dd9f (diff) |
Remove obsolete GLES3 backend
Due to the port to Vulkan and complete redesign of the rendering backend,
the `drivers/gles3` code is no longer usable in this state and is not
planned to be ported to the new architecture.
The GLES2 backend is kept (while still disabled and non-working) as it
will eventually be ported to serve as the low-end renderer for Godot 4.0.
Some GLES3 features might be selectively ported to the updated GLES2
backend if there's a need for them, and extensions we can use for that.
So long, OpenGL driver bugs!
Diffstat (limited to 'main')
-rw-r--r-- | main/main.cpp | 4 |
1 files changed, 1 insertions, 3 deletions
diff --git a/main/main.cpp b/main/main.cpp index 1b8b95c4c3..00ce8c6f7b 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -689,7 +689,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph editor = true; #ifdef DEBUG_METHODS_ENABLED } else if (I->get() == "--gdnative-generate-json-api") { - // Register as an editor instance to use the GLES2 fallback automatically on hardware that doesn't support the GLES3 backend + // Register as an editor instance to use low-end fallback if relevant. editor = true; // We still pass it to the main arguments since the argument handling itself is not done in this function @@ -1000,8 +1000,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph video_driver = GLOBAL_GET("rendering/quality/driver/driver_name"); } - GLOBAL_DEF("rendering/quality/driver/fallback_to_gles2", false); - // Assigning here even though it's GLES2-specific, to be sure that it appears in docs GLOBAL_DEF("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround", false); |