Apply S3TC Android/iOS fix to GLES3
This commit is contained in:
parent
875a0dba5a
commit
4abe07c811
|
@ -8072,6 +8072,13 @@ void RasterizerStorageGLES3::initialize() {
|
|||
config.texture_float_linear_supported = config.extensions.has("GL_OES_texture_float_linear");
|
||||
config.framebuffer_float_supported = config.extensions.has("GL_EXT_color_buffer_float");
|
||||
config.framebuffer_half_float_supported = config.extensions.has("GL_EXT_color_buffer_half_float") || config.framebuffer_float_supported;
|
||||
|
||||
// If the desktop build is using S3TC, and you export / run from the IDE for android, if the device supports
|
||||
// S3TC it will crash trying to load these textures, as they are not exported in the APK. This is a simple way
|
||||
// to prevent Android devices trying to load S3TC, by faking lack of hardware support.
|
||||
#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
|
||||
config.s3tc_supported = false;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// not yet detected on GLES3 (is this mandated?)
|
||||
|
|
Loading…
Reference in New Issue