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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!
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@@ -484,8 +484,8 @@ private:
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if (mode == MODE_NEW) {
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ProjectSettings::CustomMap initial_settings;
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if (rasterizer_button_group->get_pressed_button()->get_meta("driver_name") == "GLES3") {
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initial_settings["rendering/quality/driver/driver_name"] = "GLES3";
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if (rasterizer_button_group->get_pressed_button()->get_meta("driver_name") == "Vulkan") {
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initial_settings["rendering/quality/driver/driver_name"] = "Vulkan";
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} else {
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initial_settings["rendering/quality/driver/driver_name"] = "GLES2";
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initial_settings["rendering/vram_compression/import_etc2"] = false;
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@@ -881,7 +881,7 @@ public:
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Button *rs_button = memnew(CheckBox);
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rs_button->set_button_group(rasterizer_button_group);
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rs_button->set_text(TTR("Vulkan"));
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rs_button->set_meta("driver_name", "GLES3");
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rs_button->set_meta("driver_name", "Vulkan");
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rs_button->set_pressed(true);
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rvb->add_child(rs_button);
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l = memnew(Label);
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