godot/platform/osx
Hein-Pieter van Braam 08f452d1a9 Fall back to GLES2 if GLES3 is not working
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.

This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.

We also no longer crash when GLES3 is not functioning on a platform.

This fixes #15324
2018-08-26 16:40:46 +02:00
..
export Make some debug prints verbose-only, remove others 2018-08-24 14:59:01 +02:00
SCsub Running builder (content generator) functions in subprocesses on Windows 2018-07-27 21:37:55 +02:00
crash_handler_osx.h
crash_handler_osx.mm
detect.py
dir_access_osx.h
dir_access_osx.mm
godot_main_osx.mm
joypad_osx.cpp
joypad_osx.h
logo.png
os_osx.h
os_osx.mm Fall back to GLES2 if GLES3 is not working 2018-08-26 16:40:46 +02:00
platform_config.h
platform_osx_builders.py Running builder (content generator) functions in subprocesses on Windows 2018-07-27 21:37:55 +02:00
power_osx.cpp
power_osx.h
sem_osx.cpp
sem_osx.h