diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp index 220a3533b70..ee61481a869 100644 --- a/drivers/gles3/rasterizer_gles3.cpp +++ b/drivers/gles3/rasterizer_gles3.cpp @@ -141,30 +141,24 @@ void RasterizerGLES3::initialize() { print_line("Using GLES3 video driver"); } -#ifdef GLEW_ENABLED - GLuint res = glewInit(); - ERR_FAIL_COND(res != GLEW_OK); - if (OS::get_singleton()->is_stdout_verbose()) { - print_line(String("GLES2: Using GLEW ") + (const char *)glewGetString(GLEW_VERSION)); - } - - // Check for GL 2.1 compatibility, if not bail out - if (!glewIsSupported("GL_VERSION_3_0")) { - ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" - "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault."); - OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.0+ / GLES 3.0, sorry :(\n" - "Godot Engine will self-destruct as soon as you acknowledge this error message.", - "Fatal error: Insufficient OpenGL / GLES drivers"); - // TODO: If it's even possible, we should stop the execution without segfault and memory leaks :) - } -#endif - #ifdef GLAD_ENABLED - if (!gladLoadGL()) { ERR_PRINT("Error initializing GLAD"); } +// GLVersion seems to be used for both GL and GL ES, so we need different version checks for them +#ifdef OPENGL_ENABLED // OpenGL 3.3 Core Profile required + if (GLVersion.major < 3 && GLVersion.minor < 3) { +#else // OpenGL ES 3.0 + if (GLVersion.major < 3) { +#endif + ERR_PRINT("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n" + "Try a drivers update, buy a new GPU or try software rendering on Linux; Godot will now crash with a segmentation fault."); + OS::get_singleton()->alert("Your system's graphic drivers seem not to support OpenGL 3.3 / OpenGL ES 3.0, sorry :(\n" + "Godot Engine will self-destruct as soon as you acknowledge this error message.", + "Fatal error: Insufficient OpenGL / GLES driver support"); + } + #ifdef __APPLE__ // FIXME glDebugMessageCallbackARB does not seem to work on Mac OS X and opengl 3, this may be an issue with our opengl canvas.. #else @@ -175,21 +169,20 @@ void RasterizerGLES3::initialize() { } #endif -#endif +#endif // GLAD_ENABLED - /* glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); + /* // For debugging + glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_ERROR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PORTABILITY_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_PERFORMANCE_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageControlARB(GL_DEBUG_SOURCE_API_ARB,GL_DEBUG_TYPE_OTHER_ARB,GL_DEBUG_SEVERITY_HIGH_ARB,0,NULL,GL_TRUE); glDebugMessageInsertARB( - GL_DEBUG_SOURCE_API_ARB, GL_DEBUG_TYPE_OTHER_ARB, 1, GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello"); - -*/ + */ const GLubyte *renderer = glGetString(GL_RENDERER); print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer));