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Fix logic to determining rendering method #93863

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Fixes a couple of issues in that regard:

  • There was some superfluous logic to pick a default rendering method from a rendering driver.
  • It was not possible that the project overrode the default method. For instance, you were using Vulkan with Forward+ and change the project setting to use Mobile. On restart, you'd get Forward+ (Overridden) instead of Mobile in the rendering method dropdown.

I'm not completely sure this will not cause any regression in other cases of interaction between CLI, project settings and hardcoded defaults. Please review carefully.

@RandomShaper RandomShaper added this to the 4.3 milestone Jul 2, 2024
@RandomShaper RandomShaper requested a review from a team July 2, 2024 12:45
@RandomShaper RandomShaper requested a review from a team as a code owner July 2, 2024 12:45
Comment on lines -2142 to -2146
if (rendering_driver == "opengl3" || rendering_driver == "opengl3_angle" || rendering_driver == "opengl3_es") {
rendering_method = "gl_compatibility";
} else {
rendering_method = "forward_plus";
}
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Does it still work without this code?

The purpose of this was that if you run godot --rendering-driver opengl3 or godot --rendering-driver vulkan, it will force the appropriate rendering method, even if the one configured in "rendering/renderer/rendering_method" is different.

@clayjohn clayjohn modified the milestones: 4.3, 4.4 Jul 24, 2024
@RandomShaper RandomShaper marked this pull request as draft September 16, 2024 08:20
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3 participants