mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-06 03:18:14 +00:00
Minor tweaks
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@@ -854,7 +854,7 @@ static int InitGraphicsDevice(void)
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}
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}
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const EGLint framebufferAttribs[] = {
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const EGLint framebufferAttribs[] = {
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EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
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EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
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EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
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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_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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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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@@ -898,10 +898,9 @@ int InitPlatform(void)
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TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
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TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
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}
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}
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const EGLint framebufferAttribs[] =
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const EGLint framebufferAttribs[] = {
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{
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EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
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EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
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EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
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EGL_RED_SIZE, 8, // RED color bit depth (alternative: 5)
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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_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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EGL_BLUE_SIZE, 8, // BLUE color bit depth (alternative: 5)
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@@ -909,7 +908,7 @@ int InitPlatform(void)
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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_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_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_STENCIL_SIZE, 8, // Stencil buffer size
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EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
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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_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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