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GLES2 disable half-float project setting #38453

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merged 1 commit into from
May 4, 2020

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lawnjelly
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@lawnjelly lawnjelly commented May 4, 2020

It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.

This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.

See #38441

May fix - #38318, #38211, #32837, #27191, #31907

Notes

  • This is a hacky approach intended for testing in beta - users can turn it on and off
  • If it solves the problem we can hard code it for iOS / add detection code etc

Also, I'm not sure the whole approach (also currently used in web) of compressing to half float in the visual server then decompressing in the renderer is a good idea. It would be better to set some flags or something in the visual server to disable compression happening at all. But maybe it only happens as a once off during mesh creation, not sure yet, in which case it isn't so bad.

It seems that particles (and some other features) do not work correctly on iOS in GLES2 because either many of the devices do not support half float compression, or the GL constant used to reference it from Godot is incorrect.

This PR adds a project setting in rendering/gles2/ to disable half-float compression on iOS.
@lawnjelly lawnjelly requested a review from reduz as a code owner May 4, 2020 12:15
@Calinou Calinou added this to the 3.2 milestone May 4, 2020
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@clayjohn clayjohn left a comment

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This is good for now for testing. We may be able to do something better later. But keep in mind how few users this problem has been affecting.

@akien-mga akien-mga merged commit d204850 into godotengine:3.2 May 4, 2020
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Thanks!

@lawnjelly lawnjelly deleted the ios_halffloat_hacky branch May 4, 2020 15:37
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5 participants