diff --git a/GPU/GLES/GPU_GLES.cpp b/GPU/GLES/GPU_GLES.cpp index 6a514a7b6a..a36450a494 100644 --- a/GPU/GLES/GPU_GLES.cpp +++ b/GPU/GLES/GPU_GLES.cpp @@ -299,7 +299,7 @@ void GPU_GLES::CheckGPUFeatures() { features |= GPU_SUPPORTS_ANISOTROPY; bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced; - bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4; + bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1); bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID); features |= GPU_SUPPORTS_INSTANCE_RENDERING; diff --git a/UI/GameSettingsScreen.cpp b/UI/GameSettingsScreen.cpp index c8754c61a5..d30aebb853 100644 --- a/UI/GameSettingsScreen.cpp +++ b/UI/GameSettingsScreen.cpp @@ -94,7 +94,7 @@ bool CheckSupportInstancedTessellationGLES() { bool vertexTexture = maxVertexTextureImageUnits >= 3; // At least 3 for hardware tessellation bool canUseInstanceID = gl_extensions.EXT_draw_instanced || gl_extensions.ARB_draw_instanced; - bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4; + bool canDefInstanceID = gl_extensions.IsGLES || gl_extensions.EXT_gpu_shader4 || gl_extensions.VersionGEThan(3, 1); bool instanceRendering = gl_extensions.GLES3 || (canUseInstanceID && canDefInstanceID); bool textureFloat = gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float;