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authorRémi Verschelde <rverschelde@gmail.com>2024-03-10 21:13:11 +0100
committerRémi Verschelde <rverschelde@gmail.com>2024-03-10 21:13:11 +0100
commitc973c9ff8dec157bdc5398b342ec47baa4906adb (patch)
tree486fdee7f965d131e401736d5b40ffcc9e571646 /platform/windows/display_server_windows.cpp
parent5af16b4bbdc7006d445cd98e044dc889961d9d6e (diff)
parent620e19472732fec4cf247f8983071deb1da742cc (diff)
downloadredot-engine-c973c9ff8dec157bdc5398b342ec47baa4906adb.tar.gz
Merge pull request #89351 from bruvzg/angle_fb_check
[Windows] Disable fallback to ANGLE logic when compiled w/o ANGLE support.
Diffstat (limited to 'platform/windows/display_server_windows.cpp')
-rw-r--r--platform/windows/display_server_windows.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp
index 0884119278..eff2ec8f96 100644
--- a/platform/windows/display_server_windows.cpp
+++ b/platform/windows/display_server_windows.cpp
@@ -5621,7 +5621,7 @@ DisplayServerWindows::DisplayServerWindows(const String &p_rendering_driver, Win
if (rendering_driver == "opengl3") {
rendering_driver = "opengl3_angle";
}
-#else
+#elif defined(EGL_STATIC)
bool fallback = GLOBAL_GET("rendering/gl_compatibility/fallback_to_angle");
if (fallback && (rendering_driver == "opengl3")) {
Dictionary gl_info = detect_wgl();