Fix reaming opengl leftovers
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@@ -41,7 +41,6 @@ public class Graphics : EngineModule
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{
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{
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case TargetPlatform.Windows:
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case TargetPlatform.Windows:
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options.PrivateDependencies.Add("GraphicsDeviceNull");
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options.PrivateDependencies.Add("GraphicsDeviceNull");
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//options.PrivateDependencies.Add("GraphicsDeviceOGL");
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options.PrivateDependencies.Add("GraphicsDeviceDX11");
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options.PrivateDependencies.Add("GraphicsDeviceDX11");
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if (VulkanSdk.Instance.IsValid)
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if (VulkanSdk.Instance.IsValid)
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options.PrivateDependencies.Add("GraphicsDeviceVulkan");
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options.PrivateDependencies.Add("GraphicsDeviceVulkan");
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@@ -48,7 +48,6 @@ public class ShadersCompilation : EngineModule
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options.PrivateDependencies.Add("ShaderCompilerD3D");
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options.PrivateDependencies.Add("ShaderCompilerD3D");
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if (WindowsPlatformBase.GetSDKs().Any(x => x.Key != WindowsPlatformSDK.v8_1))
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if (WindowsPlatformBase.GetSDKs().Any(x => x.Key != WindowsPlatformSDK.v8_1))
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options.PrivateDependencies.Add("ShaderCompilerDX");
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options.PrivateDependencies.Add("ShaderCompilerDX");
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//options.PrivateDependencies.Add("ShaderCompilerOGL");
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options.PrivateDependencies.Add("ShaderCompilerVulkan");
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options.PrivateDependencies.Add("ShaderCompilerVulkan");
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break;
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break;
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default: throw new InvalidPlatformException(options.Platform.Target);
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default: throw new InvalidPlatformException(options.Platform.Target);
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