godot/platform/android/export
Clay John 8a10bb7d0d
Use OpenGL 3.3 core profile instead of compatibility profile
- Rename OpenGL to GLES3 in the source code per community feedback.
  - The renderer is still exposed as "OpenGL 3" to the user.
- Hide renderer selection dropdown until OpenGL support is more mature.
  - The renderer can still be changed in the Project Settings or using
    the `--rendering-driver opengl` command line argument.
- Remove commented out exporter code.
- Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-31 15:56:45 +01:00
..
export.cpp Use OpenGL 3.3 core profile instead of compatibility profile 2021-10-31 15:56:45 +01:00
export.h Update copyright statements to 2021 2021-01-01 20:19:21 +01:00
export_plugin.cpp Use OpenGL 3.3 core profile instead of compatibility profile 2021-10-31 15:56:45 +01:00
export_plugin.h Pass the correct `export_format` argument to locate the assets directory when exporting. 2021-10-11 08:24:21 -07:00
godot_plugin_config.cpp clang-format: Disable alignment of operands, too unreliable 2021-10-28 15:19:35 +02:00
godot_plugin_config.h Split android platform export template into multiple files 2021-08-12 17:15:02 +03:00
gradle_export_util.cpp clang-format: Disable alignment of operands, too unreliable 2021-10-28 15:19:35 +02:00
gradle_export_util.h Use OpenGL 3.3 core profile instead of compatibility profile 2021-10-31 15:56:45 +01:00