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EGL brings in platform-specific headers such as the dreaded `windows.h`, and `platform_gl.h` is used throughout `drivers/gles3` for basic OpenGL types such as `GLuint`. We don't want `windows.h` pollution there. Note for Android: EGL seems used explicitly only via `rasterizer_gles3.cpp` to enable GL debug printing, and some custom stuff in `config.cpp`.