/** ** Realize video memory. */ void RealizeVideoMemory() { #if defined(USE_OPENGL) || defined(USE_GLES) if (UseOpenGL) { #ifdef USE_GLES_MAEMO SDL_GLES_SwapBuffers(); #endif #ifdef USE_GLES_EGL eglSwapBuffers(eglDisplay, eglSurface); #endif #if defined(USE_OPENGL) || defined(USE_GLES_NATIVE) if (GLShaderPipelineSupported) { RenderFramebufferToScreen(); } else { SDL_GL_SwapBuffers(); } #endif glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else #endif { if (NumRects) { SDL_UpdateRects(TheScreen, NumRects, Rects); NumRects = 0; } } HideCursor(); }
int platform_update() { #ifdef FREMANTLE SDL_GLES_SwapBuffers(); #else SDL_GL_SwapBuffers(); #endif return 1; }
void EAGLView::draw() { glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_TEXTURE_2D); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); glLoadIdentity(); d->centralControl->draw(); /* Draw it to the screen */ SDL_GLES_SwapBuffers( ); }
static void fremantle_update() { SDL_GLES_SwapBuffers(); }