Merge pull request #32255 from lawnjelly/android-s3tc2
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ae08afc43c
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@ -6184,6 +6184,13 @@ void RasterizerStorageGLES2::initialize() {
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config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc");
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config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
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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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#ifdef JAVASCRIPT_ENABLED
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// RenderBuffer internal format must be 16 bits in WebGL,
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// but depth_texture should default to 32 always
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