Hi.
I use PBuffer Surface to bind a texture in WindowSurface.
It’s no problem.
But, When I set FSAA mode in WindowSurface. like this…
EGL_SAMPLE_BUFFERS, 1;
EGL_SAMPLES, 4;
I was faced with these problems.
PBuffer Texture pixels cutted and
texture mapping position was changed.
My OMAP2430(MBX-Lite) device PBuffer setting is like this…
EGLConfig EglConfig = 0;
EGLint i32ConfigID;
int i32BufferSize;
EGLDisplay eglDisplay = eglGetCurrentDisplay();
eglQueryContext(eglDisplay, eglGetCurrentContext(), EGL_CONFIG_ID, &i32ConfigID);
eglGetConfigAttrib(eglDisplay, (EGLConfig) i32ConfigID, EGL_BUFFER_SIZE,&i32BufferSize);
EGLint i32ConfigNo;
EGLint conflist[] =
{
EGL_CONFIG_CAVEAT, EGL_NONE,
EGL_BUFFER_SIZE, i32BufferSize,
EGL_DEPTH_SIZE, 16,
EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
EGL_BIND_TO_TEXTURE_RGB, EGL_TRUE,
EGL_NONE
};
eglChooseConfig(m_EGLDisplay, conflist, &EglConfig, 1, &i32ConfigNo) || i32ConfigNo != 1)
EGLint list[]=
{
EGL_WIDTH, 512,
EGL_HEIGHT, 512,
EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGB,
EGL_NONE
};
m_EGLPbuffer = eglCreatePbufferSurface(m_EGLDisplay, EglConfig, list);