EglFactoryInterface* mEglFactory; ///< Factory class to create EGL implementation
EglInterface* mEGL; ///< Interface to EGL implementation
boost::thread* mThread; ///< render thread
- bool mUsingPixmap; ///< whether we're using a pixmap or a window
RenderSurface* mSurface; ///< Current surface
const EnvironmentOptions& mEnvironmentOptions; ///< Environment options
bool mSurfaceReplaced; ///< True when new surface has been initialzed.