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Many more fixes for GLES2 mobile export. Also added ability to turn on OpenGL debugging on Android export.
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@@ -1085,6 +1085,7 @@ public:
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/support_normal"), true));
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/support_large"), true));
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/support_xlarge"), true));
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r_options->push_back(ExportOption(PropertyInfo(Variant::BOOL, "screen/opengl_debug"), false));
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for (unsigned int i = 0; i < sizeof(launcher_icons) / sizeof(launcher_icons[0]); ++i) {
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r_options->push_back(ExportOption(PropertyInfo(Variant::STRING, launcher_icons[i].option_id, PROPERTY_HINT_FILE, "*.png"), ""));
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@@ -1438,6 +1439,7 @@ public:
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bool use_32_fb = p_preset->get("graphics/32_bits_framebuffer");
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bool immersive = p_preset->get("screen/immersive_mode");
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bool debug_opengl = p_preset->get("screen/opengl_debug");
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bool _signed = p_preset->get("package/signed");
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@@ -1639,6 +1641,9 @@ public:
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if (immersive)
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cl.push_back("--use_immersive");
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if (debug_opengl)
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cl.push_back("--debug_opengl");
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if (cl.size()) {
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//add comandline
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Vector<uint8_t> clf;
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