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authorRomain Guy <romainguy@google.com>2012-10-15 19:25:18 -0700
committerRomain Guy <romainguy@google.com>2012-10-15 19:25:18 -0700
commitbe3c3e4ecad501eecfe1f7a424a792f0f7f3f307 (patch)
tree6ac17096a83ad45f79e7a15352f263dcde61bebf /opengl
parent1cffc80f978c55f09203d9d9a905775b951ba59a (diff)
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Update comments to reflect what the code actually does
Change-Id: I2613aa32c29eddc52a00090656c1bd11f9f5732b
Diffstat (limited to 'opengl')
-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) {