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Minor adjustments now that OpenGLES 2 is the default driver on Android (#12391)
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@ -6,6 +6,7 @@
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<uses-permission android:name="android.permission.INTERNET" />
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<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
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<uses-feature android:glEsVersion="0x00020000" />
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<!--
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`android:requestLegacyExternalStorage="true"` is workaround for using `/sdcard`
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@ -1649,10 +1649,9 @@ ignore_world_load_errors (Ignore world errors) bool false
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shader_path (Shader path) path
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# The rendering back-end.
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# A restart is required after changing this.
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# Note: On Android, stick with OGLES1 if unsure! App may fail to start otherwise.
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# On other platforms, OpenGL is recommended.
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# Shaders are supported by OpenGL (desktop only) and OGLES2 (experimental)
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# Note: A restart is required after changing this!
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# OpenGL is the default for desktop, and OGLES2 for Android.
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# Shaders are supported by OpenGL and OGLES2 (experimental).
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video_driver (Video driver) enum opengl opengl,ogles1,ogles2
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# Distance in nodes at which transparency depth sorting is enabled
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@ -245,11 +245,7 @@ void set_default_settings()
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settings->setDefault("texture_clean_transparent", "false");
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settings->setDefault("texture_min_size", "64");
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settings->setDefault("ambient_occlusion_gamma", "1.8");
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#if ENABLE_GLES
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settings->setDefault("enable_shaders", "false");
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#else
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settings->setDefault("enable_shaders", "true");
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#endif
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settings->setDefault("enable_particles", "true");
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settings->setDefault("arm_inertia", "true");
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settings->setDefault("show_nametag_backgrounds", "true");
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