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Minor tweaks
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@@ -330,7 +330,7 @@ static GLFWwindow *window; // Native window (graphic device
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static EGL_DISPMANX_WINDOW_T window; // Native window (graphic device)
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static EGL_DISPMANX_WINDOW_T window; // Native window (graphic device)
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#endif
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#endif
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#if defined(PLATFORM_UWP)
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#if defined(PLATFORM_UWP)
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extern EGLNativeWindowType window; // Native window handler for UWP (external, defined in UWP App)
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extern EGLNativeWindowType uwpWindow; // Native window handler for UWP (external, defined in UWP App)
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#endif
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#endif
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
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static EGLDisplay display; // Native display device (physical screen connection)
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static EGLDisplay display; // Native display device (physical screen connection)
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@@ -3078,7 +3078,7 @@ static bool InitGraphicsDevice(int width, int height)
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//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
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//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
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//surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
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//surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
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surface = eglCreateWindowSurface(display, config, window, surfaceAttributes);
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surface = eglCreateWindowSurface(display, config, uwpWindow, surfaceAttributes);
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if (surface == EGL_NO_SURFACE)
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if (surface == EGL_NO_SURFACE)
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{
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{
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TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface");
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TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface");
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@@ -3537,7 +3537,6 @@ static Model LoadGLTF(const char *fileName)
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for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
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for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
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//For each material
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for (int i = 0; i < model.materialCount - 1; i++)
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for (int i = 0; i < model.materialCount - 1; i++)
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{
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{
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model.materials[i] = LoadMaterialDefault();
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model.materials[i] = LoadMaterialDefault();
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