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@ -998,8 +998,8 @@ static void InitDisplay(int width, int height) |
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable |
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//glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window |
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//glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits |
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//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default) |
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//glfwWindowHint(GLFW_RED_BITS, 8); // Color framebuffer red component bits |
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//glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depth buffer bits (24 by default) |
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//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window |
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//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API |
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//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers |
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@ -1114,10 +1114,10 @@ static void InitDisplay(int width, int height) |
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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_ALPHA_SIZE, 8, // ALPHA bit depth |
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EGL_DEPTH_SIZE, 8, // 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_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA |
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EGL_SAMPLES, samples, // 4x Antialiasing (Free on MALI GPUs) |
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EGL_SAMPLES, samples, // 4x Antialiasing k">if activated (Free on MALI GPUs) |
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EGL_NONE |
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}; |
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