Make EGL attributes more consistent with other platforms.
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src/core.c
18
src/core.c
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@ -3031,8 +3031,22 @@ static bool InitGraphicsDevice(int width, int height)
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const EGLint framebufferAttribs[] =
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const EGLint framebufferAttribs[] =
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{
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{
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
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#if defined(PLATFORM_DRM)
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
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#endif
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#if !defined(PLATFORM_DRM) /* For some reasons, these attributes bugs GBM. */
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EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
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EGL_GREEN_SIZE, 8, // GREEN color bit depth (alternative: 6)
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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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#endif
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//EGL_ALPHA_SIZE, 8, // ALPHA bit depth (required for transparent framebuffer)
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//EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
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EGL_DEPTH_SIZE, 16, // Depth buffer size (Required to use Depth testing!)
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//EGL_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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EGL_SAMPLES, samples, // 4x Antialiasing if activated (Free on MALI GPUs)
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EGL_NONE
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EGL_NONE
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};
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};
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