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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 /modules/mobile_vr | |
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 'modules/mobile_vr')
-rw-r--r-- | modules/mobile_vr/mobile_vr_interface.cpp | 8 |
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() { |