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function call
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there was several issues:
- when a surface was made non-current, the last frame wasn't shown and the buffer could stay locked
- when a surface was made current the 2nd time, it would not dequeue a new buffer
now, queue/dequeue are done when the surface is made current.
for this to work, a new query() hook had to be added on android_native_window_t, it allows to retrieve some attributes of a window (currently only width and height).
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Merge commit '280436accc45c1883766a98499148439fa044531'
* commit '280436accc45c1883766a98499148439fa044531':
Remove recently-added android.opengl.Version API
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There's another already-existing way of obtaining this information,
the ConfigurationInfo.reqGlEsVersion field returned from
ActivityManager.getDeviceConfigurationInfo.
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Merge commit 'ef6b66cbbbe7ae8ee0450cbbaae4194b069679a1'
* commit 'ef6b66cbbbe7ae8ee0450cbbaae4194b069679a1':
Add a public API that reports the supported OpenGLES API level.
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* commit 'goog/readonly-korg-master':
Fixed Android issue #400, where the Intent documentation was inaccurate in a number of places, undoubtedly causing untold grief to innumerable masses.
Bug Fixed for libagl.
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RENDERMODE_CONTINUOUSLY
BUG=1766678
Automated import of CL 145249
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BUG=1766685
Automated import of CL 145244
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Merge commit '46e28db8818332e3cda4cc410cc89a1ed7ce4db6'
* commit '46e28db8818332e3cda4cc410cc89a1ed7ce4db6':
fix for [1969185] valgrind errors in new gl stuff
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* changes:
fix [1942438] eglGetCurrentSurface() returns bogus value
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minor optimizations to copybit codepath.
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buffer as an android_native_buffer_t*
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Merge commit '4fb69770e70352c987cc79414db7a03b52296ca7'
* commit '4fb69770e70352c987cc79414db7a03b52296ca7':
Remove opengl tests from tests build
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* changes:
Remove opengl tests from tests build
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Merge commit '5277103db9033226814edc8fcba6f4ba4e846678'
* commit '5277103db9033226814edc8fcba6f4ba4e846678':
add glTexParameteri() and fix glTexParameteriv()
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EGL_NATIVE_BUFFER_ANDROID now maps to 0x3140 instead of using the staging range
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using garbage
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corresponding to a rectangle
this allows fallback to faster copybit code in almost all cases.
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Merge commit 'b4f7592b03c8424302c10e61474b0e2d0a71a630'
* commit 'b4f7592b03c8424302c10e61474b0e2d0a71a630':
Allow pre-Donut apps to use indirect Buffers in GL11 Pointer methods.
Fix IntentFilter constructor to properly process the action parameter.
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Apps targeting Donut and newer will throw an exception.
We use a heuristic to determine whether an app is pre-Donut or not:
We take the address space's __progname, and use that as the application's
package name. For simple applications this is correct.
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Merge commit 'cede1ed3e1721dc4a697a540388ef0f4b51c60eb'
* commit 'cede1ed3e1721dc4a697a540388ef0f4b51c60eb':
fix [1610840] Positional light doesn't work correctly on emulator
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This bug was introduced when lighting computations was changed from eye-space to object-space.
The light position need to be transformed back to object-space each time the modelview matrix changes which requires us to compute the inverse of the modelview matrix. This computation was done with the assumption that normals where transformed (which was the case when the computation was made in eye-space), however, normals only require the inverse of the upper 3x3 matrix while transforming positions requires the inverse of the whole matrix.
This caused the interesting behavior that lights were more-or-less transformed properly, but not translated at all, which caused improper lighting with directional lights in particular.
There was also another smaller bug affecting directional lights: when vertices are read, only the active component are read, the other ones are ignored, later, the transformation operations are set up to ignore the unset values, howver, in the case of lighting, we use the vertex in object space (that is, before it is transformed), and therefore were using uninitalized values; in particular w.
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Merge commit '5de674e1cbd6e43b6d7954ccacf5cd709b30265d'
* commit '5de674e1cbd6e43b6d7954ccacf5cd709b30265d':
Adding missing callback onJsConfirm to dismiss any confirmation dialogs
fix a bug in GL lighting where the specular component could be ommited when vertex material was disabled.
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* changes:
fix a bug in GL lighting where the specular component could be ommited when vertex material was disabled.
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vertex material was disabled.
the specular enable flag wasn't computed in that case.
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