追一個關於 open gl 的 display 問題,摘錄 error list 原因,方便以後查找 XD
來源: http://blog.chinaunix.net/u3/111072/showart_2273346.html
294 { EGL_SUCCESS, 295 TEXT("Function succeeded.") },
296
297 { EGL_NOT_INITIALIZED,
298 TEXT("EGL is not initialized, or could not be initialized, for the specified display.") },
299
300 { EGL_BAD_ACCESS,
301 TEXT("EGL cannot access a requested resource (for example, a context is bound in another thread).") },
302
303 { EGL_BAD_ALLOC,
304 TEXT("EGL failed to allocate resources for the requested operation.") },
305
306 { EGL_BAD_ATTRIBUTE,
307 TEXT("An unrecognized attribute or attribute value was passed in an attribute list.") },
308 309 { EGL_BAD_CONTEXT, 310 TEXT("An EGLContext argument does not name a valid EGLContext.") }, 311 312 { EGL_BAD_CONFIG, 313 TEXT("An EGLConfig argument does not name a valid EGLConfig.") }, 314 315 { EGL_BAD_CURRENT_SURFACE, 316 TEXT("The current surface of the calling thread is a window, pbuffer, or pixmap that is no longer valid.") }, 317 318 { EGL_BAD_DISPLAY, 319 TEXT("An EGLDisplay argument does not name a valid EGLDisplay; or, EGL is not initialized on the specified EGLDisplay.") }, 320 321 { EGL_BAD_SURFACE, 322 TEXT("An EGLSurface argument does not name a valid surface (window, pbuffer, or pixmap) configured for OpenGL ES rendering.") }, 323 324 { EGL_BAD_MATCH, 325 TEXT("Arguments are inconsistent; for example, an otherwise valid context requires buffers (e.g. depth or stencil) not allocated by an otherwise valid surface.") }, 326 327 { EGL_BAD_PARAMETER, 328 TEXT("One or more argument values are invalid.") }, 329 330 { EGL_BAD_NATIVE_PIXMAP, 331 TEXT("A NativePixmapType argument does not refer to a valid native pixmap.") }, 332 333 { EGL_BAD_NATIVE_WINDOW, 334 TEXT("A NativeWindowType argument does not refer to a valid native window.") }, 335 336 { EGL_CONTEXT_LOST, 337 TEXT("A power management event has occurred. The application must destroy all contexts and reinitialise OpenGL ES state and objects to continue rendering, as described in section 2.6.") } 338 };
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