--- a/uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiVg10Texture.cpp Thu Aug 19 10:48:02 2010 +0300
+++ b/uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiVg10Texture.cpp Tue Aug 31 16:07:35 2010 +0300
@@ -1256,7 +1256,7 @@
VGImageFormat imageInternalFormat = VG_sARGB_8888;
#endif
- VGbitfield qualityFlags = VG_IMAGE_QUALITY_NONANTIALIASED | VG_IMAGE_QUALITY_BETTER | VG_IMAGE_QUALITY_FASTER;
+ VGbitfield qualityFlags = VG_IMAGE_QUALITY_NONANTIALIASED; // | VG_IMAGE_QUALITY_BETTER | VG_IMAGE_QUALITY_FASTER;
image = vgCreateImage(imageInternalFormat, aDestSize.iWidth, aDestSize.iHeight, qualityFlags);
// Get the configs and displays etc. needed for creating the surface
@@ -1288,13 +1288,11 @@
#endif
// The VGImage will act as the surface, so the drawing will go directly to the VGImage
- // Note - we do not call iRenderPlugin.CreatePBufferSurface since that could call
- // CHuiEnv::HandleOutOfTextureMemory and that could cause this texture to be reset.
EGLSurface newSurface = eglCreatePbufferFromClientBuffer(
display, EGL_OPENVG_IMAGE,
static_cast<EGLClientBuffer>(image), // Use the image as buffer
config, NULL);
-
+
// Report error in debug mode, if failed creating the surface
if ( newSurface == EGL_NO_SURFACE )
{