//glEnable(GL_BLEND);
glDisable(GL_BLEND);
- /*
glClearDepthf(1.0f);
glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
+ glDisable(GL_CULL_FACE);
// Enable z-buffer test
// We are using a projection matrix optimized for a floating point depth buffer,
// so the depth test and clear value need to be inverted (1 becomes near, 0 becomes far).
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
- */
}
OpenGLES2App::~OpenGLES2App()
}
EGLint pi32ConfigAttribs[] = { EGL_SURFACE_TYPE, EGL_WINDOW_BIT, EGL_RENDERABLE_TYPE,
- EGL_OPENGL_ES2_BIT, EGL_RED_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_NONE };
+ EGL_OPENGL_ES2_BIT, EGL_RED_SIZE, 8, EGL_ALPHA_SIZE, 8, EGL_DEPTH_SIZE, 1, EGL_NONE };
int iConfigs;
if (!eglChooseConfig(m_eglContextStruct.eglDisplay, pi32ConfigAttribs, &m_eglContextStruct.eglConfig, 1, &iConfigs) || (iConfigs != 1))