Many more fixes for GLES2 mobile export. Also added ability to turn on OpenGL debugging on Android export.

This commit is contained in:
Juan Linietsky
2018-10-02 09:59:25 -03:00
parent 0b73a9e403
commit bad991ea83
8 changed files with 117 additions and 27 deletions

View File

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