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bf69e07ea688bfb2d47e60d23edeebecb7fd4f35
godot
/
platform
/
android
History
Juan Linietsky
eff81965af
Merge pull request
#2956
from est31/add_system_wide_export_path
...
Add way to look for templates at system wide level too
2015-12-08 17:04:24 -03:00
..
export
…
globals
…
java
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
libs
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android_native_app_glue.c
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android_native_app_glue.h
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AndroidManifest.xml.template
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audio_driver_jandroid.cpp
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audio_driver_jandroid.h
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audio_driver_opensl.cpp
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audio_driver_opensl.h
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cpu-features.c
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cpu-features.h
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detect.py
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dir_access_android.cpp
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dir_access_android.h
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dir_access_jandroid.cpp
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dir_access_jandroid.h
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file_access_android.cpp
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file_access_android.h
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file_access_jandroid.cpp
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file_access_jandroid.h
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godot_android.cpp
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ifaddrs_android.cpp
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ifaddrs_android.h
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java_bind.cpp
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java_bind.h
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java_class_wrapper.cpp
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java_class_wrapper.h
…
java_glue.cpp
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
java_glue.h
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
logo.png
…
os_android.cpp
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
os_android.h
-several fixes to Android to work better on Tegra 3/4 devices, uses 16 bits FBOs so all 2D shader effects should now work in every single Android device.
2015-12-02 11:15:48 -03:00
platform_config.h
…
project.properties.template
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SCsub
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sign.sh
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thread_jandroid.cpp
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thread_jandroid.h
…