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authorRémi Verschelde <rverschelde@gmail.com>2020-02-13 10:08:52 +0100
committerRémi Verschelde <rverschelde@gmail.com>2020-02-13 10:36:44 +0100
commit386968ea97d4ceeb004cc05a7aa740aa7abe6ca9 (patch)
tree4ad2333ba23b1cbe7db9e213e9d7702606ea42a6 /modules/mobile_vr
parentd661ca53575142582254f56afd5f92563db6dd9f (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 'modules/mobile_vr')
-rw-r--r--modules/mobile_vr/mobile_vr_interface.cpp8
1 files changed, 0 insertions, 8 deletions
diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp
index 97bc7945cd..afa8766bce 100644
--- a/modules/mobile_vr/mobile_vr_interface.cpp
+++ b/modules/mobile_vr/mobile_vr_interface.cpp
@@ -424,14 +424,6 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
}
// we don't offset the eye center vertically (yet)
eye_center.y = 0.0;
-
- // unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
-#if 0
- VSG::rasterizer->set_current_render_target(RID());
-
- // and output
- VSG::rasterizer->output_lens_distorted_to_screen(p_render_target, dest, k1, k2, eye_center, oversample);
-#endif
}
void MobileVRInterface::process() {