diff options
Diffstat (limited to 'drivers/gles3/storage/config.cpp')
-rw-r--r-- | drivers/gles3/storage/config.cpp | 14 |
1 files changed, 2 insertions, 12 deletions
diff --git a/drivers/gles3/storage/config.cpp b/drivers/gles3/storage/config.cpp index 943df3b156..0e0c361add 100644 --- a/drivers/gles3/storage/config.cpp +++ b/drivers/gles3/storage/config.cpp @@ -71,7 +71,7 @@ Config::Config() { s3tc_supported = true; rgtc_supported = true; //RGTC - core since OpenGL version 3.0 #else - float_texture_supported = extensions.has("GL_ARB_texture_float") || extensions.has("GL_OES_texture_float"); + float_texture_supported = extensions.has("GL_EXT_color_buffer_float"); etc2_supported = true; #if defined(ANDROID_ENABLED) || defined(IOS_ENABLED) // Some Android devices report support for S3TC but we don't expect that and don't export the textures. @@ -84,24 +84,14 @@ Config::Config() { rgtc_supported = extensions.has("GL_EXT_texture_compression_rgtc") || extensions.has("GL_ARB_texture_compression_rgtc") || extensions.has("EXT_texture_compression_rgtc"); #endif -#ifdef GLES_OVER_GL - use_rgba_2d_shadows = false; -#else - use_rgba_2d_shadows = !(float_texture_supported && extensions.has("GL_EXT_texture_rg")); -#endif - glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, &max_vertex_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_image_units); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size); glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &max_uniform_buffer_size); - glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &max_viewport_size); + glGetIntegerv(GL_MAX_VIEWPORT_DIMS, max_viewport_size); glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &uniform_buffer_offset_alignment); - // the use skeleton software path should be used if either float texture is not supported, - // OR max_vertex_texture_image_units is zero - use_skeleton_software = (float_texture_supported == false) || (max_vertex_texture_image_units == 0); - support_anisotropic_filter = extensions.has("GL_EXT_texture_filter_anisotropic"); if (support_anisotropic_filter) { glGetFloatv(_GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &anisotropic_level); |