diff options
| author | Mathias Agopian <mathias@google.com> | 2010-10-24 18:29:48 -0700 |
|---|---|---|
| committer | Mathias Agopian <mathias@google.com> | 2010-10-25 17:59:06 -0700 |
| commit | f0c011224a2f7410f35253fb8bb8df158acb51a8 (patch) | |
| tree | 1e64b423505171516c9ef05ff50d811eccc5aab2 | |
| parent | a77c1bdd4abf3c7e82af1f3b4330143d14c84103 (diff) | |
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
| -rw-r--r-- | ndk/platforms/android-9/samples/native-activity/jni/main.c | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/ndk/platforms/android-9/samples/native-activity/jni/main.c b/ndk/platforms/android-9/samples/native-activity/jni/main.c index bdff031f6..919e4122c 100644 --- a/ndk/platforms/android-9/samples/native-activity/jni/main.c +++ b/ndk/platforms/android-9/samples/native-activity/jni/main.c @@ -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); } |
