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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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@@ -689,7 +689,7 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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editor = true;
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#ifdef DEBUG_METHODS_ENABLED
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} else if (I->get() == "--gdnative-generate-json-api") {
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// Register as an editor instance to use the GLES2 fallback automatically on hardware that doesn't support the GLES3 backend
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// Register as an editor instance to use low-end fallback if relevant.
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editor = true;
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// We still pass it to the main arguments since the argument handling itself is not done in this function
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@@ -1000,8 +1000,6 @@ Error Main::setup(const char *execpath, int argc, char *argv[], bool p_second_ph
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video_driver = GLOBAL_GET("rendering/quality/driver/driver_name");
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}
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GLOBAL_DEF("rendering/quality/driver/fallback_to_gles2", false);
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// Assigning here even though it's GLES2-specific, to be sure that it appears in docs
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GLOBAL_DEF("rendering/quality/2d/gles2_use_nvidia_rect_flicker_workaround", false);
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