int main(void) { RenderTargetInit(); InitGLES(); Render(); return 0; }
bool GLContext::Init(ANativeWindow* window) { if (egl_context_initialized_) return true; // // Initialize EGL // window_ = window; InitEGLSurface(); InitEGLContext(); InitGLES(); egl_context_initialized_ = true; return true; }
bool GLContext::Init(ANativeWindow *window, const int32_t msaa) { if (egl_context_initialized_) return true; // //Initialize EGL // window_ = window; msaa_size_ = msaa; InitEGLSurface(); InitEGLContext(); InitGLES(); egl_context_initialized_ = true; return true; }