char* info_log = malloc(sizeof(char) * info_len);
gl->glGetShaderInfoLog(shader, info_len, NULL, info_log);
- printf("Error compiling shader:\n%s\n", info_log );
+ printf("Error compiling shader:\n%s\n======\n%s\n======\n", info_log, shader_src );
free(info_log);
}
gl->glDeleteShader(shader);
"} \n";
GLbyte fShaderStr[] =
- "precision mediump float;\n"\
+ "#ifdef GL_ES \n"
+ "precision mediump float; \n"
+ "#endif \n"
"void main() \n"
"{ \n"
" gl_FragColor = vec4 ( 1.0, 0.0, 0.0, 1.0 );\n"
if (!(gld = calloc(1, sizeof(GLData)))) return;
// Set the engine to opengl_x11
+<<<<<<< HEAD
elm_engine_set("opengl_x11");
win = elm_win_add(NULL, "glview simple", ELM_WIN_BASIC);
+=======
+ elm_config_preferred_engine_set("opengl_x11");
+ win = elm_win_add(NULL, "glview simple", ELM_WIN_BASIC);
+ // Set preferred engine back to default from config
+ elm_config_preferred_engine_set(NULL);
+
+>>>>>>> remotes/origin/upstream
elm_win_title_set(win, "GLView Simple");
- elm_win_autodel_set(win, 1);
+ elm_win_autodel_set(win, EINA_TRUE);
bg = elm_bg_add(win);
elm_win_resize_object_add(win, bg);
elm_box_pack_end(bx, gl);
evas_object_show(gl);
- elm_object_focus(gl);
+ elm_object_focus_set(gl, EINA_TRUE);
ani = ecore_animator_add(_anim, gl);
gld->glapi = elm_glview_gl_api_get(gl);