-Fix eternal black screen on Windows
-Disabled warnings on windows, need to properly set up warnings
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2cca9b0631
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@ -275,7 +275,7 @@ if selected_platform in platform_list:
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# TODO: Add support to specify different levels of warning, e.g. only critical/significant, instead of on/off
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# TODO: Add support to specify different levels of warning, e.g. only critical/significant, instead of on/off
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if (env["warnings"] == "yes"):
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if (env["warnings"] == "yes"):
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if (os.name == "nt" and os.getenv("VSINSTALLDIR")): # MSVC, needs to stand out of course
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if (os.name == "nt" and os.getenv("VSINSTALLDIR")): # MSVC, needs to stand out of course
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env.Append(CCFLAGS=['/W4'])
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pass# env.Append(CCFLAGS=['/W2'])
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else: # Rest of the world
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else: # Rest of the world
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env.Append(CCFLAGS=['-Wall'])
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env.Append(CCFLAGS=['-Wall'])
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else:
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else:
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@ -5533,7 +5533,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
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glGenTextures(1, &rt->depth);
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glGenTextures(1, &rt->depth);
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glBindTexture(GL_TEXTURE_2D, rt->depth);
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glBindTexture(GL_TEXTURE_2D, rt->depth);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->width, rt->height, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, rt->width, rt->height, 0,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -4862,9 +4862,9 @@ EditorNode::EditorNode() {
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import_wav.instance();
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import_wav.instance();
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ResourceFormatImporter::get_singleton()->add_importer(import_wav);
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ResourceFormatImporter::get_singleton()->add_importer(import_wav);
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Ref<ResourceImporterOBJ> import_obj;
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//Ref<ResourceImporterOBJ> import_obj;
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import_obj.instance();
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//import_obj.instance();
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ResourceFormatImporter::get_singleton()->add_importer(import_obj);
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//ResourceFormatImporter::get_singleton()->add_importer(import_obj);
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Ref<ResourceImporterScene> import_scene;
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Ref<ResourceImporterScene> import_scene;
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import_scene.instance();
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import_scene.instance();
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@ -886,6 +886,7 @@ public:
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};
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};
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virtual void canvas_begin() = 0;
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virtual void canvas_begin() = 0;
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virtual void canvas_end() = 0;
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) = 0;
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) = 0;
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virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
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virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
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@ -231,6 +231,9 @@ void VisualServerCanvas::render_canvas(Canvas *p_canvas, const Transform2D &p_tr
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}
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}
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}
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}
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}
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}
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VSG::canvas_render->canvas_end();
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}
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}
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RID VisualServerCanvas::canvas_create() {
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RID VisualServerCanvas::canvas_create() {
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