static int engine_init_display(struct engine* engine) {
// initialize opengl and egl
const EGLint attribs[] = {
- EGL_DEPTH_SIZE, 16,
+ EGL_SURFACE_TYPE, EGL_WINDOW_BIT,
EGL_NONE
};
EGLint w, h, dummy;
eglInitialize(display, 0, 0);
selectConfigForNativeWindow(display, attribs, engine->app->window, &config);
+
surface = eglCreateWindowSurface(display, config, engine->app->window, NULL);
context = eglCreateContext(display, config, NULL, NULL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glEnable(GL_CULL_FACE);
glShadeModel(GL_SMOOTH);
- glEnable(GL_DEPTH_TEST);
+ glDisable(GL_DEPTH_TEST);
return 0;
}
// Just fill the screen with a color.
glClearColor(((float)engine->state.x)/engine->width, engine->state.angle,
((float)engine->state.y)/engine->height, 1);
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ glClear(GL_COLOR_BUFFER_BIT);
eglSwapBuffers(engine->display, engine->surface);
}