Evas_Object *win, *bx, *bt, *gl, *lb;
Ecore_Animator *ani;
GLData *gld = NULL;
-
- // since we want a depth buffer and direct rendering, we need the window
- // itself to have a depth buffer
- elm_config_accel_preference_set("gl:depth");
+ const char *accel;
// alloc a data struct to hold our relevant gl info in
if (!(gld = calloc(1, sizeof(GLData)))) return;
gldata_init(gld);
+ // add a Z-depth buffer to the window and try to use GL
+ accel = elm_config_accel_preference_get();
+ elm_config_accel_preference_set("gl:depth");
+
// new window - do the usual and give it a name, title and delete handler
win = elm_win_util_standard_add("glview", "GLView");
elm_win_autodel_set(win, EINA_TRUE);
+ // restore previous accel preference
+ elm_config_accel_preference_set(accel);
+
bx = elm_box_add(win);
evas_object_size_hint_weight_set(bx, EVAS_HINT_EXPAND, EVAS_HINT_EXPAND);
elm_win_resize_object_add(win, bx);