virtualx-engine/platform/javascript
Hein-Pieter van Braam 08f452d1a9 Fall back to GLES2 if GLES3 is not working
This adds a static is_viable() method to all rasterizers which has to be
called before initializing the rasterizer. This allows us to check what
rasterizer to use in OS::initialize together with the GL context
initialization.

This commit also adds a new project setting
"rendering/quality/driver/driver_fallback" which allows the creator of a
project to specify whether or not fallback to GLES2 is allowed. This
setting is ignored for the editor so the editor will always open even if
the project itself cannot run. This will hopefully reduce confusion for
users downloading projects from the internet.

We also no longer crash when GLES3 is not functioning on a platform.

This fixes #15324
2018-08-26 16:40:46 +02:00
..
api Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
export Fix file hints 2018-08-23 22:18:59 +02:00
audio_driver_javascript.cpp Detect channel count, mix rate, and buffer length in HTML5 audio driver 2018-06-08 02:50:58 +02:00
audio_driver_javascript.h Detect channel count, mix rate, and buffer length in HTML5 audio driver 2018-06-08 02:50:58 +02:00
detect.py Build HTML5 release_debug with -Os, like release. 2018-05-14 15:31:16 +02:00
dom_keys.inc Refactor OS_JavaScript 2018-07-10 16:57:56 +02:00
engine.js Merge pull request #18765 from eska014/enginejs-extalt 2018-05-10 21:57:07 +02:00
http_client.h.inc Warn when polling HTTPClient synchronously in HTML5 platform 2018-02-17 18:12:50 +01:00
http_client_javascript.cpp Fix bug in HTML5 HTTPClient. 2018-03-30 14:31:18 +02:00
http_request.h Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
http_request.js use console.warn instead of Module.printErr: emscripten no longer exports printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten 2018-08-11 09:49:19 -07:00
javascript_eval.cpp use console.warn instead of Module.printErr: emscripten no longer exports printErr by default, and instead err() should be used in code seen by the optimizer; however, as Godot only runs on the Web (and not in node.js or elsewhere), using console.warn directly is good enough, and will work in all versions if emscripten 2018-08-11 09:49:19 -07:00
javascript_main.cpp Refactor OS_JavaScript 2018-07-10 16:57:56 +02:00
logo.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
os_javascript.cpp Fall back to GLES2 if GLES3 is not working 2018-08-26 16:40:46 +02:00
os_javascript.h Merge pull request #21330 from eska014/html5-canvas-resize 2018-08-23 21:48:27 +02:00
platform_config.h Add missing copyright headers and fix formatting 2018-01-05 01:22:23 +01:00
pre.js Expose Emscripten libs to engine.js discreetly 2018-03-27 09:12:08 +02:00
run_icon.png Optimize images losslessly using oxipng -o6 --strip all --zopfli 2018-06-28 19:17:41 +02:00
SCsub Add responsive HTML5 export page with full-size canvas as new default 2018-08-23 21:28:09 +02:00