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@@ -82,7 +82,7 @@ for reference.
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class to get much of the work done automatically.
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If the platform is not UNIX-like, you might use the
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- `Windows port <https://github.com/godotengine/godot/blob/master/platform/windows/os_windows.cpp>`
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+ `Windows port <https://github.com/godotengine/godot/blob/master/platform/windows/os_windows.cpp>`__
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as a reference.
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**detect.py file**
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@@ -131,7 +131,8 @@ games.
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platform's screen resolution feature (if relevant). Any attempt to create
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or manipulate other window IDs can be rejected.
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- *If the target platform supports the graphics APIs in question:* Rendering
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- context for `Vulkan <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/vulkan_context_x11.cpp>`__,
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+ context for `Vulkan <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.cpp>`__,
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+ `Direct3D 12 <https://github.com/godotengine/godot/blob/master/drivers/d3d12/rendering_context_driver_d3d12.cpp>`__
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`OpenGL 3.3 or OpenGL ES 3.0 <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/gl_manager_x11.cpp>`__.
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- Input handlers for `keyboard <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/key_mapping_x11.cpp>`__
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and `controller <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/joypad_linux.cpp>`__.
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@@ -157,8 +158,8 @@ games.
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is displayed at the top of the editor when one-click deploy is set up for the
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target platform.
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-If the target platform doesn't support running Vulkan, OpenGL 3.3 or OpenGL ES 3.0,
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-you have two options:
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+If the target platform doesn't support running Vulkan, Direct3D 12, OpenGL 3.3,
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+or OpenGL ES 3.0, you have two options:
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- Use a library at run-time to translate Vulkan or OpenGL calls to another graphics API.
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For example, `MoltenVK <https://moltengl.com/moltenvk/>`__ is used on macOS
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