simplify a bit the native-activity sample code
there is no reason to set a depth buffer. this is somewhat confusing. also, it's better to always specify EGL_SURFACE_TYPE. Change-Id: Ieff499b0b69a3812773cf3fe08b8bf1ca57a82d9
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@@ -59,7 +59,7 @@ struct engine {
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static int engine_init_display(struct engine* engine) {
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// initialize opengl and egl
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const EGLint attribs[] = {
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EGL_DEPTH_SIZE, 16,
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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EGL_NONE
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};
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EGLint w, h, dummy;
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@@ -72,6 +72,7 @@ static int engine_init_display(struct engine* engine) {
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eglInitialize(display, 0, 0);
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selectConfigForNativeWindow(display, attribs, engine->app->window, &config);
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surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
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context = eglCreateContext(display, config, NULL, NULL);
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@@ -94,7 +95,7 @@ static int engine_init_display(struct engine* engine) {
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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glEnable(GL_CULL_FACE);
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glShadeModel(GL_SMOOTH);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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return 0;
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}
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@@ -111,7 +112,7 @@ static void engine_draw_frame(struct engine* engine) {
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// Just fill the screen with a color.
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glClearColor(((float)engine->state.x)/engine->width, engine->state.angle,
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((float)engine->state.y)/engine->height, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT);
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eglSwapBuffers(engine->display, engine->surface);
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}
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