\r
void CEGLManager::terminate()\r
{\r
- if (EglWindow == 0 && EglDisplay == EGL_NO_DISPLAY)\r
- return;\r
+ if (EglWindow == 0 && EglDisplay == EGL_NO_DISPLAY)\r
+ return;\r
\r
if (EglDisplay != EGL_NO_DISPLAY)\r
{\r
\r
void CEGLManager::destroySurface()\r
{\r
- if (EglSurface == EGL_NO_SURFACE)\r
- return;\r
+ if (EglSurface == EGL_NO_SURFACE)\r
+ return;\r
\r
// We should unbind current EGL context before destroy EGL surface.\r
eglMakeCurrent(EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);\r
\r
bool CEGLManager::generateContext()\r
{\r
- if (EglDisplay == EGL_NO_DISPLAY || EglSurface == EGL_NO_SURFACE)\r
- return false;\r
+ if (EglDisplay == EGL_NO_DISPLAY || EglSurface == EGL_NO_SURFACE)\r
+ return false;\r
\r
- if (EglContext != EGL_NO_CONTEXT)\r
- return true;\r
+ if (EglContext != EGL_NO_CONTEXT)\r
+ return true;\r
\r
EGLint OpenGLESVersion = 0;\r
\r
\r
void CEGLManager::destroyContext()\r
{\r
- if (EglContext == EGL_NO_CONTEXT)\r
- return;\r
+ if (EglContext == EGL_NO_CONTEXT)\r
+ return;\r
\r
// We must unbind current EGL context before destroy it.\r
eglMakeCurrent(EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);\r