init log before everything else, use WMI to read machine and system info, rtt fixed on Samsung A3, try to create different EGL context config
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@@ -55,15 +55,12 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
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}
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glBindTexture(GL_TEXTURE_2D, texID);
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if (tex == -1)
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create a renderbuffer object to store depth info
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@@ -82,10 +79,22 @@ bool RTT::create(int width, int height, int tex/* = -1*/)
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// Attach the renderbuffer to depth attachment point
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//glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rboID);
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auto err2str = [](GLenum err) {
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switch (err)
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{
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case GL_FRAMEBUFFER_UNDEFINED: return "GL_FRAMEBUFFER_UNDEFINED";
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT";
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: return "GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT";
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case GL_FRAMEBUFFER_UNSUPPORTED: return "GL_FRAMEBUFFER_UNSUPPORTED";
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE: return "GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE";
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default: return "UNKNOWN";
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}
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};
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// Check FBO status
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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LOG("createColorBuffer failed");
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LOG("createColorBuffer failed because: %s", err2str(status));
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// Switch back to window-system-provided framebuffer
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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