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@ -284,20 +284,28 @@ static void clear_touches() {
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kEAGLColorFormatRGBA8,
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kEAGLDrawablePropertyColorFormat,
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nil];
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// Create a context based on the gl driver from project settings
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bool fallback_gl2 = false;
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// Create a GL ES 3 context based on the gl driver from project settings
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if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES3") {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3];
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NSLog(@"Setting up an OpenGL ES 3 context. Based on Project Settings \"rendering/quality/driver/driver_name\"");
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} else if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES2") {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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gles3_available = false;
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NSLog(@"Setting up an OpenGL ES 2 context. Based on Project Settings \"rendering/quality/driver/driver_name\"");
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NSLog(@"Setting up an OpenGL ES 3.0 context. Based on Project Settings \"rendering/quality/driver/driver_name\"");
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if (!context && GLOBAL_GET("rendering/quality/driver/fallback_to_gles2")) {
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gles3_available = false;
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fallback_gl2 = true;
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NSLog(@"Failed to create OpenGL ES 3.0 context. Falling back to OpenGL ES 2.0");
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}
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}
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if (!context) {
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NSLog(@"Failed to create OpenGL ES context!");
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return nil;
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// Create GL ES 2 context
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if (GLOBAL_GET("rendering/quality/driver/driver_name") == "GLES2" || fallback_gl2) {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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NSLog(@"Setting up an OpenGL ES 2.0 context.");
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if (!context) {
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NSLog(@"Failed to create OpenGL ES 2.0 context!");
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return nil;
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}
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}
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if (![EAGLContext setCurrentContext:context]) {
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NSLog(@"Failed to set EAGLContext!");
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return nil;
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