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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 /platform/javascript/export
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 'platform/javascript/export')
-rw-r--r--platform/javascript/export/export.cpp6
1 files changed, 2 insertions, 4 deletions
diff --git a/platform/javascript/export/export.cpp b/platform/javascript/export/export.cpp
index 6e1f7d749b..c44a0270ab 100644
--- a/platform/javascript/export/export.cpp
+++ b/platform/javascript/export/export.cpp
@@ -271,11 +271,9 @@ void EditorExportPlatformJavaScript::get_preset_features(const Ref<EditorExportP
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");
- }
}
}
}