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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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@@ -262,14 +262,14 @@ Size2i OS_Android::get_display_size() const {
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}
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void OS_Android::set_context_is_16_bits(bool p_is_16) {
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#if defined(OPENGL_ENABLED)
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#if defined(GLES3_ENABLED)
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//if (rasterizer)
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// rasterizer->set_force_16_bits_fbo(p_is_16);
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#endif
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}
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void OS_Android::set_opengl_extensions(const char *p_gl_extensions) {
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#if defined(OPENGL_ENABLED)
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#if defined(GLES3_ENABLED)
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ERR_FAIL_COND(!p_gl_extensions);
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gl_extensions = p_gl_extensions;
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#endif
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@@ -321,7 +321,7 @@ OS_Android::OS_Android(GodotJavaWrapper *p_godot_java, GodotIOJavaWrapper *p_god
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main_loop = nullptr;
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#if defined(OPENGL_ENABLED)
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#if defined(GLES3_ENABLED)
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gl_extensions = nullptr;
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use_gl2 = false;
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#endif
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