Loading opengl/java/android/opengl/GLSurfaceView.java +6 −6 Original line number Diff line number Diff line Loading @@ -83,7 +83,7 @@ import android.view.SurfaceView; * </ul> * <p> * <h4>Specifying the android.view.Surface</h4> * By default GLSurfaceView will create a PixelFormat.RGB_565 format surface. If a translucent * By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent * surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT). * The exact format of a TRANSLUCENT surface is device dependent, but it will be * a 32-bit-per-pixel surface with 8 bits per component. Loading @@ -94,7 +94,7 @@ import android.view.SurfaceView; * well as how many bits are allocated to each channel. Therefore, the first thing * GLSurfaceView has to do when starting to render is choose what EGLConfig to use. * <p> * By default GLSurfaceView chooses a EGLConfig that has an RGB_565 pixel format, * By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format, * with at least a 16-bit depth buffer and no stencil. * <p> * If you would prefer a different EGLConfig Loading Loading @@ -414,7 +414,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback * is called. * <p> * If no setEGLConfigChooser method is called, then by default the * view will choose an RGB_565 surface with a depth buffer depth of * view will choose an RGB_888 surface with a depth buffer depth of * at least 16 bits. * * @param needDepth Loading @@ -432,7 +432,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback * is called. * <p> * If no setEGLConfigChooser method is called, then by default the * view will choose an RGB_565 surface with a depth buffer depth of * view will choose an RGB_888 surface with a depth buffer depth of * at least 16 bits. * */ Loading Loading @@ -968,13 +968,13 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback } /** * This class will choose a RGB_565 surface with * This class will choose a RGB_888 surface with * or without a depth buffer. * */ private class SimpleEGLConfigChooser extends ComponentSizeChooser { public SimpleEGLConfigChooser(boolean withDepthBuffer) { super(5, 6, 5, 0, withDepthBuffer ? 16 : 0, 0); super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0); } } Loading Loading
opengl/java/android/opengl/GLSurfaceView.java +6 −6 Original line number Diff line number Diff line Loading @@ -83,7 +83,7 @@ import android.view.SurfaceView; * </ul> * <p> * <h4>Specifying the android.view.Surface</h4> * By default GLSurfaceView will create a PixelFormat.RGB_565 format surface. If a translucent * By default GLSurfaceView will create a PixelFormat.RGB_888 format surface. If a translucent * surface is required, call getHolder().setFormat(PixelFormat.TRANSLUCENT). * The exact format of a TRANSLUCENT surface is device dependent, but it will be * a 32-bit-per-pixel surface with 8 bits per component. Loading @@ -94,7 +94,7 @@ import android.view.SurfaceView; * well as how many bits are allocated to each channel. Therefore, the first thing * GLSurfaceView has to do when starting to render is choose what EGLConfig to use. * <p> * By default GLSurfaceView chooses a EGLConfig that has an RGB_565 pixel format, * By default GLSurfaceView chooses a EGLConfig that has an RGB_888 pixel format, * with at least a 16-bit depth buffer and no stencil. * <p> * If you would prefer a different EGLConfig Loading Loading @@ -414,7 +414,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback * is called. * <p> * If no setEGLConfigChooser method is called, then by default the * view will choose an RGB_565 surface with a depth buffer depth of * view will choose an RGB_888 surface with a depth buffer depth of * at least 16 bits. * * @param needDepth Loading @@ -432,7 +432,7 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback * is called. * <p> * If no setEGLConfigChooser method is called, then by default the * view will choose an RGB_565 surface with a depth buffer depth of * view will choose an RGB_888 surface with a depth buffer depth of * at least 16 bits. * */ Loading Loading @@ -968,13 +968,13 @@ public class GLSurfaceView extends SurfaceView implements SurfaceHolder.Callback } /** * This class will choose a RGB_565 surface with * This class will choose a RGB_888 surface with * or without a depth buffer. * */ private class SimpleEGLConfigChooser extends ComponentSizeChooser { public SimpleEGLConfigChooser(boolean withDepthBuffer) { super(5, 6, 5, 0, withDepthBuffer ? 16 : 0, 0); super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0); } } Loading