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authorRémi Verschelde <rverschelde@gmail.com>2019-03-05 13:46:51 +0100
committerRémi Verschelde <rverschelde@gmail.com>2019-03-05 16:36:46 +0100
commitb0f782a0e323434df36276c87dfc4def1a93eade (patch)
tree6ed897ced5a62a50cd7c124cbe98f4bdbf19549b /main
parent45e7306b5adec09746fefda902a5414e5b53fdfa (diff)
Disable driver fallback to GLES2 by default
GLES2 is not designed to be a drop-in replacement for the GLES3 backend, so the fallback mode has to be used knowingly. It *can* make sense for simple projects which make sure to handle the differences between both rendering backends, but most users should stick to one supported backend. By making it opt-in, we can now use this parameter to define whether to export ETC textures to Android and iOS when using GLES3 + Fallback. When using GLES3 without Fallback on Android, set the proper min GLES version in the AndroidManifest. Also made the option boolean and renamed it for clarity and to avoid conflict with the previous String option (which would always evaluate as "true" otherwise). Fixes #26569.
Diffstat (limited to 'main')
-rw-r--r--main/main.cpp3
1 files changed, 1 insertions, 2 deletions
diff --git a/main/main.cpp b/main/main.cpp
index 9b062d3951..1ef8491a60 100644
--- a/main/main.cpp
+++ b/main/main.cpp
@@ -880,8 +880,7 @@ 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/driver_fallback", "Best");
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/driver/driver_fallback", PropertyInfo(Variant::STRING, "rendering/quality/driver/driver_fallback", PROPERTY_HINT_ENUM, "Best,Never"));
+ 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);