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EGL: Use default depth/visual with X11 build
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@ -641,6 +641,7 @@ void Platform_LoadSysFonts(void) {
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Platform_Log1("Searching for fonts in %s", &dirs[i]);
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Platform_Log1("Searching for fonts in %s", &dirs[i]);
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Directory_Enum(&dirs[i], NULL, FontDirCallback);
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Directory_Enum(&dirs[i], NULL, FontDirCallback);
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}
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}
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Platform_LogConst("Finished searching for fonts");
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}
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}
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@ -1426,17 +1426,7 @@ void Window_DisableRawMouse(void) {
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*#########################################################################################################################*/
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*#########################################################################################################################*/
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#if CC_GFX_BACKEND_IS_GL() && defined CC_BUILD_EGL
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#if CC_GFX_BACKEND_IS_GL() && defined CC_BUILD_EGL
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static XVisualInfo GLContext_SelectVisual(void) {
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static XVisualInfo GLContext_SelectVisual(void) {
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XVisualInfo info = { 0 };
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return Select2DVisual();
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cc_result res;
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int screen = DefaultScreen(win_display);
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if (XMatchVisualInfo(win_display, screen, 24, TrueColor, &info)) return info;
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if (XMatchVisualInfo(win_display, screen, 32, TrueColor, &info)) return info;
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Platform_LogConst("Can't find 24 or 32 bit visual, trying default..");
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info.depth = DefaultDepth(win_display, screen);
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info.visual = DefaultVisual(win_display, screen);
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return info;
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}
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}
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#endif
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#endif
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