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Merge pull request #54229 from akien-mga/3.x-ios-disable-high-float
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akien-mga authored Oct 25, 2021
2 parents 8288988 + bc0d18d commit 6e141e8
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Showing 2 changed files with 5 additions and 1 deletion.
5 changes: 4 additions & 1 deletion doc/classes/ProjectSettings.xml
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Expand Up @@ -1215,8 +1215,11 @@
<member name="rendering/gles2/compatibility/disable_half_float" type="bool" setter="" getter="" default="false">
The use of half-float vertex compression may be producing rendering errors on some platforms (especially iOS). These have been seen particularly in particles. Disabling half-float may resolve these problems.
</member>
<member name="rendering/gles2/compatibility/disable_half_float.iOS" type="bool" setter="" getter="" default="true">
iOS specific override for [member rendering/gles2/compatibility/disable_half_float], due to poor support for half-float vertex compression on many devices.
</member>
<member name="rendering/gles2/compatibility/enable_high_float.Android" type="bool" setter="" getter="" default="false">
If [code]true[/code] and available on the target device, enables high floating point precision for all shader computations in GLES2.
If [code]true[/code] and available on the target Android device, enables high floating point precision for all shader computations in GLES2.
[b]Warning:[/b] High floating point precision can be extremely slow on older devices and is often not available at all. Use with caution.
</member>
<member name="rendering/limits/buffers/blend_shape_max_buffer_size_kb" type="int" setter="" getter="" default="4096">
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1 change: 1 addition & 0 deletions servers/visual_server.cpp
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Expand Up @@ -2677,6 +2677,7 @@ VisualServer::VisualServer() {
GLOBAL_DEF("rendering/batching/debug/flash_batching", false);
GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false);
GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false);
GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float.iOS", true);
GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false);
GLOBAL_DEF("rendering/batching/precision/uv_contract", false);
GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100);
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