}
#ifdef USE_GLES2
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
- SDL_GL_SetAttribute (SDL_GL_RETAINED_BACKING, 1);
#else
+ SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
- SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0));
#endif
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, (gl_debug.integer > 0 ? SDL_GL_CONTEXT_DEBUG_FLAG : 0));
+
video_bpp = mode->bitsperpixel;
window_flags = windowflags;
window = SDL_CreateWindow(gamename, xPos, yPos, mode->width, mode->height, windowflags);