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authorRomain Guy <romainguy@google.com>2012-10-16 09:45:01 -0700
committerAndroid (Google) Code Review <android-gerrit@google.com>2012-10-16 09:45:01 -0700
commit825a9a2dcd1b3e139dd0677ff46f966fb23f963c (patch)
tree60914d0fb65b4143321183c66d5821e7457c607b
parentdb9b41fd157279d1b988a854e0d7c5b43c2fac38 (diff)
parentbe3c3e4ecad501eecfe1f7a424a792f0f7f3f307 (diff)
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Merge "Update comments to reflect what the code actually does" into jb-mr1-dev
-rw-r--r--opengl/libs/EGL/eglApi.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/opengl/libs/EGL/eglApi.cpp b/opengl/libs/EGL/eglApi.cpp
index c352401..23e89da 100644
--- a/opengl/libs/EGL/eglApi.cpp
+++ b/opengl/libs/EGL/eglApi.cpp
@@ -213,12 +213,12 @@ EGLBoolean eglChooseConfig( EGLDisplay dpy, const EGLint *attrib_list,
EGLint attrib = attrib_list[0];
// Only enable MSAA if the context is OpenGL ES 2.0 and
- // if a depth buffer is requested
+ // if no caveat is requested
const EGLint *attribRendererable = NULL;
const EGLint *attribCaveat = NULL;
// Count the number of attributes and look for
- // EGL_RENDERABLE_TYPE and ELG_DEPTH_SIZE
+ // EGL_RENDERABLE_TYPE and EGL_CONFIG_CAVEAT
while (attrib != EGL_NONE) {
attrib = attrib_list[attribCount];
switch (attrib) {