Loading opengl/libs/EGL/eglApi.cpp +2 −2 Original line number Original line Diff line number Diff line Loading @@ -213,12 +213,12 @@ EGLBoolean eglChooseConfig( EGLDisplay dpy, const EGLint *attrib_list, EGLint attrib = attrib_list[0]; EGLint attrib = attrib_list[0]; // Only enable MSAA if the context is OpenGL ES 2.0 and // Only enable MSAA if the context is OpenGL ES 2.0 and // if a depth buffer is requested // if no caveat is requested const EGLint *attribRendererable = NULL; const EGLint *attribRendererable = NULL; const EGLint *attribCaveat = NULL; const EGLint *attribCaveat = NULL; // Count the number of attributes and look for // Count the number of attributes and look for // EGL_RENDERABLE_TYPE and ELG_DEPTH_SIZE // EGL_RENDERABLE_TYPE and EGL_CONFIG_CAVEAT while (attrib != EGL_NONE) { while (attrib != EGL_NONE) { attrib = attrib_list[attribCount]; attrib = attrib_list[attribCount]; switch (attrib) { switch (attrib) { Loading Loading
opengl/libs/EGL/eglApi.cpp +2 −2 Original line number Original line Diff line number Diff line Loading @@ -213,12 +213,12 @@ EGLBoolean eglChooseConfig( EGLDisplay dpy, const EGLint *attrib_list, EGLint attrib = attrib_list[0]; EGLint attrib = attrib_list[0]; // Only enable MSAA if the context is OpenGL ES 2.0 and // Only enable MSAA if the context is OpenGL ES 2.0 and // if a depth buffer is requested // if no caveat is requested const EGLint *attribRendererable = NULL; const EGLint *attribRendererable = NULL; const EGLint *attribCaveat = NULL; const EGLint *attribCaveat = NULL; // Count the number of attributes and look for // Count the number of attributes and look for // EGL_RENDERABLE_TYPE and ELG_DEPTH_SIZE // EGL_RENDERABLE_TYPE and EGL_CONFIG_CAVEAT while (attrib != EGL_NONE) { while (attrib != EGL_NONE) { attrib = attrib_list[attribCount]; attrib = attrib_list[attribCount]; switch (attrib) { switch (attrib) { Loading