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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2021-12-29 02:06:12 +0100 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2022-01-14 21:08:22 +0100 |
commit | 40be15920f849100dbf5bf94a1d09e81bf05c6e4 (patch) | |
tree | 575410d96325f875e13b3a76c5eb4cde8fe0b6b5 /platform/iphone/export/export_plugin.cpp | |
parent | 472b5b116742bbb1bdc8197c60efef57c7fd169f (diff) | |
download | redot-engine-40be15920f849100dbf5bf94a1d09e81bf05c6e4.tar.gz |
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
Diffstat (limited to 'platform/iphone/export/export_plugin.cpp')
-rw-r--r-- | platform/iphone/export/export_plugin.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/platform/iphone/export/export_plugin.cpp b/platform/iphone/export/export_plugin.cpp index 0ad68086a7..67d1805ceb 100644 --- a/platform/iphone/export/export_plugin.cpp +++ b/platform/iphone/export/export_plugin.cpp @@ -32,11 +32,8 @@ void EditorExportPlatformIOS::get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) { String driver = ProjectSettings::get_singleton()->get("rendering/driver/driver_name"); - r_features->push_back("pvrtc"); - if (driver == "vulkan") { - // FIXME: Review if this is correct. - r_features->push_back("etc2"); - } + // Vulkan and OpenGL ES 3.0 both mandate ETC2 support. + r_features->push_back("etc2"); Vector<String> architectures = _get_preset_architectures(p_preset); for (int i = 0; i < architectures.size(); ++i) { @@ -1766,7 +1763,7 @@ bool EditorExportPlatformIOS::can_export(const Ref<EditorExportPreset> &p_preset } } - String etc_error = test_etc2_or_pvrtc(); + const String etc_error = test_etc2(); if (!etc_error.is_empty()) { valid = false; err += etc_error; |