uiacceltk/hitchcock/coretoolkit/rendervg10/src/HuiVg10Texture.cpp
branchRCL_3
changeset 19 e5af45d51884
parent 18 1801340c26a2
child 20 31fccae4f8a7
--- 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 )
         {