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Propertly use gl4es
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@@ -58,7 +58,7 @@ const int kBogusSwapInterval = INT_MAX;
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#ifdef ANDROID
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static void *gl4es = NULL;
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void *(*_eglGetProcAddress)( const char * );
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void *(*_glGetProcAddress)( const char * );
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#endif
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/*
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@@ -183,8 +183,8 @@ void *VoidFnPtrLookup_GlMgr(const char *fn, bool &okay, const bool bRequired, vo
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#ifdef ANDROID
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// SDL does the right thing, so we never need to use tier0 in this case.
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if( _eglGetProcAddress )
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retval = _eglGetProcAddress(fn);
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if( _glGetProcAddress )
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retval = _glGetProcAddress(fn);
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//printf("CDynamicFunctionOpenGL: SDL_GL_GetProcAddress(\"%s\") returned %p\n", fn, retval);
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if ((retval == NULL) && (fallback != NULL))
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{
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@@ -764,7 +764,7 @@ bool CSDLMgr::CreateHiddenGameWindow( const char *pTitle, int width, int height
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if( gl4es )
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{
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_eglGetProcAddress = dlsym(gl4es, "eglGetProcAddress" );
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_glGetProcAddress = dlsym(gl4es, "gl4es_GetProcAddress" );
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void (*initialize_gl4es)( );
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initialize_gl4es = dlsym(gl4es, "initialize_gl4es" );
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initialize_gl4es();
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