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Hello i am current creating a smaller more compact version of SFML mainly for use as my inhouse game engine, i came across a bug with EGLContext and patched it, but seeing as my engines code cant being integrated i would just like to post it as an issue and hopefully someone in the community can create a patch based on my findings,
this effects all versions of SFML supporting android to date, including 2.5.x
under the EGLContext.cpp file
//-------------------------------------------------------------------
void EglContext::destroySurface()
{
eglCheck(eglDestroySurface(m_display, m_surface));
m_surface = EGL_NO_SURFACE;
// Ensure that this context is no longer active since our surface is now destroyed
setActive(false);
}
this code is bugged, you are essentially calling makecurrent with no surface which will in part cause many issues, the solution is pretty simple just move setActive before you destroy the active surface,
//-------------------------------------------------------------------
void EglContext::destroySurface()
{
// Ensure that this context is no longer active since our surface is now destroyed
setActive(false);
eglCheck(eglDestroySurface(m_display, m_surface));
m_surface = EGL_NO_SURFACE;
}
hope this helps, cheers (=
The text was updated successfully, but these errors were encountered:
Hello i am current creating a smaller more compact version of SFML mainly for use as my inhouse game engine, i came across a bug with EGLContext and patched it, but seeing as my engines code cant being integrated i would just like to post it as an issue and hopefully someone in the community can create a patch based on my findings,
this effects all versions of SFML supporting android to date, including 2.5.x
under the EGLContext.cpp file
this code is bugged, you are essentially calling makecurrent with no surface which will in part cause many issues, the solution is pretty simple just move setActive before you destroy the active surface,
hope this helps, cheers (=
The text was updated successfully, but these errors were encountered: