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parent
21cc7ae736
commit
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@ -278,12 +278,6 @@ static int init_egl () {
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return -1;
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return -1;
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}
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}
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EGLBoolean ok = eglSwapInterval(platform.egl.display, FLAG_VSYNC_HINT ? 1 : 0);
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if (ok == EGL_FALSE) {
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TRACELOG(LOG_WARNING, "COMMA: eglSwapInterval failed. Error code: %s", eglGetErrorString(eglGetError()));
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return -1;
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}
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platform.egl.context = eglCreateContext(platform.egl.display, config, EGL_NO_CONTEXT, context_config);
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platform.egl.context = eglCreateContext(platform.egl.display, config, EGL_NO_CONTEXT, context_config);
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if (platform.egl.context == EGL_NO_CONTEXT) {
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if (platform.egl.context == EGL_NO_CONTEXT) {
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TRACELOG(LOG_WARNING, "COMMA: Failed to create an OpenGL ES context. Error code: %s", eglGetErrorString(eglGetError()));
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TRACELOG(LOG_WARNING, "COMMA: Failed to create an OpenGL ES context. Error code: %s", eglGetErrorString(eglGetError()));
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@ -295,6 +289,12 @@ static int init_egl () {
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return -1;
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return -1;
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}
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}
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EGLBoolean ok = eglSwapInterval(platform.egl.display, FLAG_VSYNC_HINT ? 1 : 0);
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if (ok == EGL_FALSE) {
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TRACELOG(LOG_WARNING, "COMMA: eglSwapInterval failed. Error code: %s", eglGetErrorString(eglGetError()));
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return -1;
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}
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// enable depth testing. Not necessary if only doing 2D
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// enable depth testing. Not necessary if only doing 2D
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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