Do not use the workaround for desktop nvidia on mobile and html5.

This commit is contained in:
Juan Linietsky 2019-01-14 11:24:00 -03:00
parent ae99530a8d
commit 6d8083ea65
2 changed files with 3 additions and 2 deletions

View file

@ -271,7 +271,7 @@ void MessageQueue::flush() {
//using reverse locking strategy //using reverse locking strategy
_THREAD_SAFE_LOCK_ _THREAD_SAFE_LOCK_
ERR_FAIL_COND(flushing); ERR_FAIL_COND(flushing); //already flushing, you did something odd
flushing = true; flushing = true;
while (read_pos < buffer_end) { while (read_pos < buffer_end) {

View file

@ -456,7 +456,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur
glDisableVertexAttribArray(VS::ARRAY_COLOR); glDisableVertexAttribArray(VS::ARRAY_COLOR);
glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components);
#if 1 //use a more compatible workaround, as this does not fail on nvidia
#ifdef GLES_OVER_GL
//more compatible //more compatible
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false);