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authorMathias Agopian <mathias@google.com>2010-10-24 18:29:48 -0700
committerMathias Agopian <mathias@google.com>2010-10-25 17:59:06 -0700
commitf0c011224a2f7410f35253fb8bb8df158acb51a8 (patch)
tree1e64b423505171516c9ef05ff50d811eccc5aab2
parenta77c1bdd4abf3c7e82af1f3b4330143d14c84103 (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.c7
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);
}