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2 измењених фајлова са 5 додато и 6 уклоњено
  1. 1 1
      src/platforms/rcore_android.c
  2. 4 5
      src/platforms/rcore_drm.c

+ 1 - 1
src/platforms/rcore_android.c

@@ -854,7 +854,7 @@ static int InitGraphicsDevice(void)
     }
 
     const EGLint framebufferAttribs[] = {
-        EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT,      // Type of context support
+        EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
         EGL_RED_SIZE, 8,            // RED color bit depth (alternative: 5)
         EGL_GREEN_SIZE, 8,          // GREEN color bit depth (alternative: 6)
         EGL_BLUE_SIZE, 8,           // BLUE color bit depth (alternative: 5)

+ 4 - 5
src/platforms/rcore_drm.c

@@ -898,10 +898,9 @@ int InitPlatform(void)
         TRACELOG(LOG_INFO, "DISPLAY: Trying to enable MSAA x4");
     }
 
-    const EGLint framebufferAttribs[] =
-    {
-        EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT,      // Type of context support
-        EGL_SURFACE_TYPE, EGL_WINDOW_BIT,          // Don't use it on Android!
+    const EGLint framebufferAttribs[] = {
+        EGL_RENDERABLE_TYPE, (rlGetVersion() == RL_OPENGL_ES_30)? EGL_OPENGL_ES3_BIT : EGL_OPENGL_ES2_BIT, // Type of context support
+        EGL_SURFACE_TYPE, EGL_WINDOW_BIT, // Don't use it on Android!
         EGL_RED_SIZE, 8,            // RED color bit depth (alternative: 5)
         EGL_GREEN_SIZE, 8,          // GREEN color bit depth (alternative: 6)
         EGL_BLUE_SIZE, 8,           // BLUE color bit depth (alternative: 5)
@@ -909,7 +908,7 @@ int InitPlatform(void)
         //EGL_TRANSPARENT_TYPE, EGL_NONE, // Request transparent framebuffer (EGL_TRANSPARENT_RGB does not work on RPI)
         EGL_DEPTH_SIZE, 16,         // Depth buffer size (Required to use Depth testing!)
         //EGL_STENCIL_SIZE, 8,      // Stencil buffer size
-        EGL_SAMPLE_BUFFERS, sampleBuffer,    // Activate MSAA
+        EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
         EGL_SAMPLES, samples,       // 4x Antialiasing if activated (Free on MALI GPUs)
         EGL_NONE
     };