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authorfhuya <fhuyakou@gmail.com>2019-06-16 01:58:34 -0700
committerfhuya <fhuyakou@gmail.com>2019-07-02 00:12:38 -0700
commit12e0dc1b65d3e69206ce64daa461b269c638b944 (patch)
tree90b3e4815e72fae2dc9b66eaf2b65c61f6569af3 /platform/android/java/src/org/godotengine/godot/GodotView.java
parent6ba1b4e371a875df527026725e3dc47d7cca8cf0 (diff)
downloadredot-engine-12e0dc1b65d3e69206ce64daa461b269c638b944.tar.gz
Add XR mode selection to the Android export process.
Diffstat (limited to 'platform/android/java/src/org/godotengine/godot/GodotView.java')
-rw-r--r--platform/android/java/src/org/godotengine/godot/GodotView.java22
1 files changed, 11 insertions, 11 deletions
diff --git a/platform/android/java/src/org/godotengine/godot/GodotView.java b/platform/android/java/src/org/godotengine/godot/GodotView.java
index 1c189a1579..fc3e47e69d 100644
--- a/platform/android/java/src/org/godotengine/godot/GodotView.java
+++ b/platform/android/java/src/org/godotengine/godot/GodotView.java
@@ -40,9 +40,9 @@ import org.godotengine.godot.xr.XRMode;
import org.godotengine.godot.xr.ovr.OvrConfigChooser;
import org.godotengine.godot.xr.ovr.OvrContextFactory;
import org.godotengine.godot.xr.ovr.OvrWindowSurfaceFactory;
-import org.godotengine.godot.xr.pancake.PancakeConfigChooser;
-import org.godotengine.godot.xr.pancake.PancakeContextFactory;
-import org.godotengine.godot.xr.pancake.PancakeFallbackConfigChooser;
+import org.godotengine.godot.xr.regular.RegularConfigChooser;
+import org.godotengine.godot.xr.regular.RegularContextFactory;
+import org.godotengine.godot.xr.regular.RegularFallbackConfigChooser;
/**
* A simple GLSurfaceView sub-class that demonstrate how to perform
@@ -123,7 +123,7 @@ public class GodotView extends GLSurfaceView {
setEGLWindowSurfaceFactory(new OvrWindowSurfaceFactory());
break;
- case PANCAKE:
+ case REGULAR:
default:
/* By default, GLSurfaceView() creates a RGB_565 opaque surface.
* If we want a translucent one, we should change the surface's
@@ -137,7 +137,7 @@ public class GodotView extends GLSurfaceView {
/* Setup the context factory for 2.0 rendering.
* See ContextFactory class definition below
*/
- setEGLContextFactory(new PancakeContextFactory());
+ setEGLContextFactory(new RegularContextFactory());
/* We need to choose an EGLConfig that matches the format of
* our surface exactly. This is going to be done in our
@@ -147,15 +147,15 @@ public class GodotView extends GLSurfaceView {
if (GLUtils.use_32) {
setEGLConfigChooser(translucent ?
- new PancakeFallbackConfigChooser(8, 8, 8, 8, 24, stencil,
- new PancakeConfigChooser(8, 8, 8, 8, 16, stencil)) :
- new PancakeFallbackConfigChooser(8, 8, 8, 8, 24, stencil,
- new PancakeConfigChooser(5, 6, 5, 0, 16, stencil)));
+ new RegularFallbackConfigChooser(8, 8, 8, 8, 24, stencil,
+ new RegularConfigChooser(8, 8, 8, 8, 16, stencil)) :
+ new RegularFallbackConfigChooser(8, 8, 8, 8, 24, stencil,
+ new RegularConfigChooser(5, 6, 5, 0, 16, stencil)));
} else {
setEGLConfigChooser(translucent ?
- new PancakeConfigChooser(8, 8, 8, 8, 16, stencil) :
- new PancakeConfigChooser(5, 6, 5, 0, 16, stencil));
+ new RegularConfigChooser(8, 8, 8, 8, 16, stencil) :
+ new RegularConfigChooser(5, 6, 5, 0, 16, stencil));
}
break;
}