|
@@ -6184,6 +6184,13 @@ void RasterizerStorageGLES2::initialize() {
|
|
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc");
|
|
config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc") || config.extensions.has("WEBGL_compressed_texture_pvrtc");
|
|
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
|
|
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
|
|
|
|
|
|
|
|
+ // If the desktop build is using S3TC, and you export / run from the IDE for android, if the device supports
|
|
|
|
+ // S3TC it will crash trying to load these textures, as they are not exported in the APK. This is a simple way
|
|
|
|
+ // to prevent Android devices trying to load S3TC, by faking lack of hardware support.
|
|
|
|
+#if defined(ANDROID_ENABLED) || defined(IPHONE_ENABLED)
|
|
|
|
+ config.s3tc_supported = false;
|
|
|
|
+#endif
|
|
|
|
+
|
|
#ifdef JAVASCRIPT_ENABLED
|
|
#ifdef JAVASCRIPT_ENABLED
|
|
// RenderBuffer internal format must be 16 bits in WebGL,
|
|
// RenderBuffer internal format must be 16 bits in WebGL,
|
|
// but depth_texture should default to 32 always
|
|
// but depth_texture should default to 32 always
|