copy {
from "${projRoot}/builtin" into "${assetsFolder}/builtin"
}
- copy {
+ /*copy {
+ // ToDo: fix Minetest shaders that currently don't work with OpenGL ES
from "${projRoot}/client/shaders" into "${assetsFolder}/client/shaders"
+ }*/
+ copy {
+ from "../native/deps/Android/Irrlicht/shaders" into "${assetsFolder}/client/shaders/Irrlicht"
}
copy {
from "${projRoot}/fonts" include "*.ttf" into "${assetsFolder}/fonts"
from "${projRoot}/games/${gameToCopy}" into "${assetsFolder}/games/${gameToCopy}"
}
/*copy {
- // locales broken right now
- // ToDo: fix it!
+ // ToDo: fix broken locales
from "${projRoot}/po" into "${assetsFolder}/po"
}*/
copy {
jcenter()
}
dependencies {
- classpath 'com.android.tools.build:gradle:3.6.2'
+ classpath 'com.android.tools.build:gradle:3.6.3'
classpath 'org.ajoberstar.grgit:grgit-gradle:4.0.2'
// NOTE: Do not place your application dependencies here; they belong
// in the individual module build.gradle files
params.HighPrecisionFPU = g_settings->getBool("high_precision_fpu");
params.ZBufferBits = 24;
#ifdef __ANDROID__
- // clang-format off
params.PrivateData = porting::app_global;
- params.OGLES2ShaderPath = std::string(porting::path_user + DIR_DELIM + "media" +
- DIR_DELIM + "Shaders" + DIR_DELIM).c_str();
- // clang-format on
-#elif ENABLE_GLES
+#endif
+#if ENABLE_GLES
// there is no standardized path for these on desktop
std::string rel_path = std::string("client") + DIR_DELIM
+ "shaders" + DIR_DELIM + "Irrlicht";