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Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
- The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
- The renderer can still be changed in the Project Settings or using
the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
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@@ -74,51 +74,6 @@ Error rename_and_store_file_in_gradle_project(void *p_userdata, const String &p_
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// Creates strings.xml files inside the gradle project for different locales.
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Error _create_project_name_strings_files(const Ref<EditorExportPreset> &p_preset, const String &project_name);
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//Error _create_project_name_strings_files(const Ref<EditorExportPreset> &p_preset, const String &project_name) {
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// // Stores the string into the default values directory.
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// String processed_default_xml_string = vformat(godot_project_name_xml_string, project_name.xml_escape(true));
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// store_string_at_path("res://android/build/res/values/godot_project_name_string.xml", processed_default_xml_string);
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// // Searches the Gradle project res/ directory to find all supported locales
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// DirAccessRef da = DirAccess::open("res://android/build/res");
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// if (!da) {
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// return ERR_CANT_OPEN;
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// }
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// da->list_dir_begin();
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// while (true) {
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// String file = da->get_next();
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// if (file == "") {
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// break;
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// }
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// if (!file.begins_with("values-")) {
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// // NOTE: This assumes all directories that start with "values-" are for localization.
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// continue;
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// }
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// String locale = file.replace("values-", "").replace("-r", "_");
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// String property_name = "application/config/name_" + locale;
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// String locale_directory = "res://android/build/res/" + file + "/godot_project_name_string.xml";
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// if (ProjectSettings::get_singleton()->has_setting(property_name)) {
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// String locale_project_name = ProjectSettings::get_singleton()->get(property_name);
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// String processed_xml_string = vformat(godot_project_name_xml_string, locale_project_name.xml_escape(true));
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// store_string_at_path(locale_directory, processed_xml_string);
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// } else {
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// // TODO: Once the legacy build system is deprecated we don't need to have xml files for this else branch
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// store_string_at_path(locale_directory, processed_default_xml_string);
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// }
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// }
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// da->list_dir_end();
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// return OK;
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//}
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//String bool_to_string(bool v) {
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// return v ? "true" : "false";
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//}
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//String _get_gles_tag() {
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// bool min_gles3 = ProjectSettings::get_singleton()->get("rendering/driver/driver_name") == "GLES3" &&
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// !ProjectSettings::get_singleton()->get("rendering/quality/driver/fallback_to_gles2");
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// return min_gles3 ? " <uses-feature android:glEsVersion=\"0x00030000\" android:required=\"true\" />\n" : "";
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//}
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String bool_to_string(bool v);
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