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authorraysan5 <raysan5@gmail.com>2015-08-07 17:25:05 +0200
committerraysan5 <raysan5@gmail.com>2015-08-07 17:25:05 +0200
commitfd2b0c7c3883a718a7f336ff0cab83ee333f2fc2 (patch)
tree1a3cdb9d3e9b45be838996ee51e3abe01d2927c9 /src
parentb8b024704309cf88c2f4c97d190f50c976c1018e (diff)
downloadraylib-fd2b0c7c3883a718a7f336ff0cab83ee333f2fc2.tar.gz
raylib-fd2b0c7c3883a718a7f336ff0cab83ee333f2fc2.zip
Added MSAA 4X support for EGL contexts
Diffstat (limited to 'src')
-rw-r--r--src/core.c16
1 files changed, 12 insertions, 4 deletions
diff --git a/src/core.c b/src/core.c
index f3f0ed89..b1ee5bb7 100644
--- a/src/core.c
+++ b/src/core.c
@@ -998,7 +998,8 @@ static void InitDisplay(int width, int height)
glfwWindowHint(GLFW_RESIZABLE, GL_FALSE); // Avoid window being resizable
//glfwWindowHint(GLFW_DECORATED, GL_TRUE); // Border and buttons on Window
- //glfwWindowHint(GLFW_RED_BITS, 8); // Bit depths of color components for default framebuffer
+ //glfwWindowHint(GLFW_RED_BITS, 8); // Framebuffer red color component bits
+ //glfwWindowHint(GLFW_DEPTH_BITS, 16); // Depthbuffer bits (24 by default)
//glfwWindowHint(GLFW_REFRESH_RATE, 0); // Refresh rate for fullscreen window
//glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API); // Default OpenGL API to use. Alternative: GLFW_OPENGL_ES_API
//glfwWindowHint(GLFW_AUX_BUFFERS, 0); // Number of auxiliar buffers
@@ -1097,7 +1098,14 @@ static void InitDisplay(int width, int height)
VC_RECT_T srcRect;
#endif
- // TODO: if (configFlags & FLAG_MSAA_4X_HINT) activate (EGL_SAMPLES, 4)
+ EGLint samples = 0;
+ EGLint sampleBuffer = 0;
+ if (configFlags & FLAG_MSAA_4X_HINT)
+ {
+ samples = 4;
+ sampleBuffer = 1;
+ }
+
const EGLint framebufferAttribs[] =
{
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, // Type of context support -> Required on RPI?
@@ -1108,8 +1116,8 @@ static void InitDisplay(int width, int height)
//EGL_ALPHA_SIZE, 8, // ALPHA bit depth
EGL_DEPTH_SIZE, 8, // Depth buffer size (Required to use Depth testing!)
//EGL_STENCIL_SIZE, 8, // Stencil buffer size
- //EGL_SAMPLE_BUFFERS, 1, // Activate MSAA
- //EGL_SAMPLES, 4, // 4x Antialiasing (Free on MALI GPUs)
+ EGL_SAMPLE_BUFFERS, sampleBuffer, // Activate MSAA
+ EGL_SAMPLES, samples, // 4x Antialiasing (Free on MALI GPUs)
EGL_NONE
};