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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 /platform/iphone/export | |
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 'platform/iphone/export')
-rw-r--r-- | platform/iphone/export/export.cpp | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/platform/iphone/export/export.cpp b/platform/iphone/export/export.cpp index f9276c16b5..0767ce7638 100644 --- a/platform/iphone/export/export.cpp +++ b/platform/iphone/export/export.cpp @@ -167,11 +167,9 @@ void EditorExportPlatformIOS::get_preset_features(const Ref<EditorExportPreset> String driver = ProjectSettings::get_singleton()->get("rendering/quality/driver/driver_name"); if (driver == "GLES2") { r_features->push_back("etc"); - } else if (driver == "GLES3") { + } else if (driver == "Vulkan") { + // FIXME: Review if this is correct. r_features->push_back("etc2"); - if (ProjectSettings::get_singleton()->get("rendering/quality/driver/fallback_to_gles2")) { - r_features->push_back("etc"); - } } Vector<String> architectures = _get_preset_architectures(p_preset); |