// this is needed to make sure all previous rendering is flushed to
// buffers/surfaces
eglWaitNative(EGL_CORE_NATIVE_ENGINE); // previous rendering should be done and swapped
- if (eglGetError() != EGL_SUCCESS)
- {
- printf("Error: eglWaitNative(EGL_CORE_NATIVE_ENGINE) fail.\n");
- }
+// if (eglGetError() != EGL_SUCCESS)
+// {
+// printf("Error: eglWaitNative(EGL_CORE_NATIVE_ENGINE) fail.\n");
+// }
#else
glXWaitGL();
#endif
#if defined (GLES_VARIETY_S3C6410) || defined (GLES_VARIETY_SGX)
eglSwapBuffers(re->win->egl_disp, re->win->egl_surface[0]);
- if (eglGetError() != EGL_SUCCESS)
- {
- printf("Error: eglSwapBuffers() fail.\n");
- }
+// if (eglGetError() != EGL_SUCCESS)
+// {
+// printf("Error: eglSwapBuffers() fail.\n");
+// }
#else
#ifdef VSYNC_TO_SCREEN
if ((re->info->vsync)/* || (1)*/)