return;
}
- fghCreateNewContextEGL(window);
+ fghChooseConfig(&window->Window.pContext.egl.Config);
+ window->Window.Context = fghCreateNewContextEGL(window);
/* Wait until window is available and OpenGL context is created */
/* Normally events are processed through glutMainLoop(), but the
}
EGLDisplay display = fgDisplay.pDisplay.egl.Display;
- EGLint format = fgDisplay.pDisplay.single_window->Window.pContext.egl.ContextFormat;
- ANativeWindow_setBuffersGeometry(window->Window.Handle, 0, 0, format);
+
+ /* EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is
+ * guaranteed to be accepted by ANativeWindow_setBuffersGeometry().
+ * As soon as we picked a EGLConfig, we can safely reconfigure the
+ * ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID. */
+ EGLint vid;
+ eglGetConfigAttrib(display, window->Window.pContext.egl.Config,
+ EGL_NATIVE_VISUAL_ID, &vid);
+
+ ANativeWindow_setBuffersGeometry(window->Window.Handle, 0, 0, vid);
fghPlatformOpenWindowEGL(window);
window->State.Visible = GL_TRUE;
/* Window pre-created by Android, no way to delete it */
}
-void fgPlatformSetWindow ( SFG_Window *window )
-{
- /* TODO: only a single window possible? */
-}
-
/*
* This function makes the current window visible
*/