don't use hardware buffers by default

master
Eduardo Bart 12 years ago
parent d006e52c78
commit affcd03e06

@ -123,8 +123,8 @@ bool Graphics::parseOption(const std::string& option)
m_useHardwareMipmaps = false;
else if(option == "-no-smooth")
m_useBilinearFiltering = false;
else if(option == "-no-hardware-buffers")
m_useHardwareBuffers = false;
else if(option == "-hardware-buffers")
m_useHardwareBuffers = true;
else if(option == "-no-non-power-of-two-textures")
m_useNonPowerOfTwoTextures = false;
else if(option == "-no-clamp-to-edge")
@ -271,7 +271,7 @@ bool Graphics::canUseBilinearFiltering()
bool Graphics::canUseHardwareBuffers()
{
#if OPENGL_ES==2
return true;
return m_useHardwareBuffers;
#elif OPENGL_ES==1
// OpenGL ES 1.1 supports it but OpenGL ES 1.0 not
return false;

@ -71,7 +71,7 @@ private:
int m_maxTextureSize;
Boolean<true> m_useDrawArrays;
Boolean<true> m_useFBO;
Boolean<true> m_useHardwareBuffers;
Boolean<false> m_useHardwareBuffers;
Boolean<true> m_useBilinearFiltering;
Boolean<true> m_useNonPowerOfTwoTextures;
Boolean<true> m_useMipmaps;

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