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-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.

This commit is contained in:
Juan Linietsky
2015-12-02 11:15:48 -03:00
parent 7ac31a7209
commit 4b1f0afb01
11 changed files with 59 additions and 8 deletions

View File

@@ -46,7 +46,7 @@ public class GodotLib {
public static native void initialize(Godot p_instance,boolean need_reload_hook,String[] p_cmdline,Object p_asset_manager);
public static native void resize(int width, int height,boolean reload);
public static native void newcontext();
public static native void newcontext(boolean p_32_bits);
public static native void quit();
public static native void step();
public static native void touch(int what,int pointer,int howmany, int[] arr);

View File

@@ -425,6 +425,7 @@ public class GodotView extends GLSurfaceView {
if (ec == null) {
Log.w(TAG, "Trying ConfigChooser fallback");
ec = fallback.chooseConfig(egl, display, configs);
use_32=false;
}
return ec;
}
@@ -654,7 +655,7 @@ public class GodotView extends GLSurfaceView {
}
public void onSurfaceCreated(GL10 gl, EGLConfig config) {
GodotLib.newcontext();
GodotLib.newcontext(use_32);
}
}
}