Apply S3TC Android/iOS fix to GLES3
(cherry picked from commit 4abe07c811
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@ -8062,6 +8062,12 @@ void RasterizerStorageGLES3::initialize() {
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config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float");
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config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float");
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config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported;
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config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported;
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// If the desktop build is using S3TC, and you export / run from the IDE for android, if the device supports
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// S3TC it will crash trying to load these textures, as they are not exported in the APK. This is a simple way
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// to prevent Android devices trying to load S3TC, by faking lack of hardware support.
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#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
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config.s3tc_supported = false;
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#endif
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#endif
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#endif
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// not yet detected on GLES3 (is this mandated?)
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// not yet detected on GLES3 (is this mandated?)
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