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
This commit is contained in:
Mathias Agopian
2010-10-24 18:29:48 -07:00
parent a77c1bdd4a
commit f0c011224a

View File

@@ -59,7 +59,7 @@ struct engine {
static int engine_init_display(struct engine* engine) {
// initialize opengl and egl
const EGLint attribs[] = {
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
EGLint w, h, dummy;
@@ -72,6 +72,7 @@ static int engine_init_display(struct engine* engine) {
eglInitialize(display, 0, 0);
selectConfigForNativeWindow(display, attribs, engine->app->window, &config);
surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
context = eglCreateContext(display, config, NULL, NULL);
@@ -94,7 +95,7 @@ static int engine_init_display(struct engine* engine) {
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
glEnable(GL_DEPTH_TEST);
glDisable(GL_DEPTH_TEST);
return 0;
}
@@ -111,7 +112,7 @@ static void engine_draw_frame(struct engine* engine) {
// Just fill the screen with a color.
glClearColor(((float)engine->state.x)/engine->width, engine->state.angle,
((float)engine->state.y)/engine->height, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(engine->display, engine->surface);
}