diff options
author | Sven Gothel <[email protected]> | 2012-08-17 17:11:03 +0200 |
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committer | Sven Gothel <[email protected]> | 2012-08-17 17:11:03 +0200 |
commit | fe78d5095ef98215ce6c73d8912dfa19ae708bd0 (patch) | |
tree | e4d191894d42909e3fe79205a3b24d2ee3e91e6b /src/test | |
parent | da697607fce1e6d2b0c65fcc37030c88981b76ec (diff) |
Robostness FBObject / GLReadBufferUtil: Ignore pre-existing GL errors - remove GL error checking in FBObject bind/unbind.
- User GL code caused errors shall not fail impl.
- FBObject bind/unbind GL error checking is almost useless due to it's simple code,
would only catch user GL code errors, which should be ignored here.
- MultisampleDemoES2: Only enable GL_MULTISAMPLE if available, i.e. validate passed multisample flag
Diffstat (limited to 'src/test')
-rw-r--r-- | src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/MultisampleDemoES2.java | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/MultisampleDemoES2.java b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/MultisampleDemoES2.java index 5facc1a49..c80455314 100644 --- a/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/MultisampleDemoES2.java +++ b/src/test/com/jogamp/opengl/test/junit/jogl/demos/es2/MultisampleDemoES2.java @@ -74,12 +74,15 @@ public class MultisampleDemoES2 implements GLEventListener { public void init(GLAutoDrawable glad) { final GL2ES2 gl = glad.getGL().getGL2ES2(); + System.err.println(); + System.err.println("req. msaa: "+multisample); System.err.println("Requested: " + glad.getNativeSurface().getGraphicsConfiguration().getRequestedCapabilities()); - System.err.println(); + multisample = multisample & glad.getChosenGLCapabilities().getNumSamples() > 0 ; System.err.println("Chosen : " + glad.getChosenGLCapabilities()); + System.err.println("has msaa: "+multisample); System.err.println(); - + final ShaderCode vp0 = ShaderCode.create(gl, GL2ES2.GL_VERTEX_SHADER, MultisampleDemoES2.class, "shader", "shader/bin", "mgl_default_xxx", true); final ShaderCode fp0 = ShaderCode.create(gl, GL2ES2.GL_FRAGMENT_SHADER, MultisampleDemoES2.class, "shader", |