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Minor tweaks

pull/1092/head
Ray 5 years ago
parent
commit
b02c6127a0
2 changed files with 2 additions and 3 deletions
  1. +2
    -2
      src/core.c
  2. +0
    -1
      src/models.c

+ 2
- 2
src/core.c View File

@ -330,7 +330,7 @@ static GLFWwindow *window; // Native window (graphic device
static EGL_DISPMANX_WINDOW_T window; // Native window (graphic device)
#endif
#if defined(PLATFORM_UWP)
extern EGLNativeWindowType window; // Native window handler for UWP (external, defined in UWP App)
extern EGLNativeWindowType uwpWindow; // Native window handler for UWP (external, defined in UWP App)
#endif
#if defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI) || defined(PLATFORM_UWP)
static EGLDisplay display; // Native display device (physical screen connection)
@ -3078,7 +3078,7 @@ static bool InitGraphicsDevice(int width, int height)
//https://stackoverflow.com/questions/46550182/how-to-create-eglsurface-using-c-winrt-and-angle
//surface = eglCreateWindowSurface(display, config, reinterpret_cast<IInspectable*>(surfaceCreationProperties), surfaceAttributes);
surface = eglCreateWindowSurface(display, config, window, surfaceAttributes);
surface = eglCreateWindowSurface(display, config, uwpWindow, surfaceAttributes);
if (surface == EGL_NO_SURFACE)
{
TraceLog(LOG_WARNING, "Failed to create EGL fullscreen surface");

+ 0
- 1
src/models.c View File

@ -3537,7 +3537,6 @@ static Model LoadGLTF(const char *fileName)
for (int i = 0; i < model.meshCount; i++) model.meshes[i].vboId = (unsigned int *)RL_CALLOC(MAX_MESH_VBO, sizeof(unsigned int));
//For each material
for (int i = 0; i < model.materialCount - 1; i++)
{
model.materials[i] = LoadMaterialDefault();

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