Changes between Initial Version and Version 1 of Ticket #9919


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Timestamp:
Aug 12, 2013, 6:04:53 PM (11 years ago)
Author:
kallisti5
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  • Ticket #9919 – Description

    initial v1  
    1515Why does Wayland use EGL and GLES2?
    1616
    17 EGL is the only GL binding API that lets us avoid dependencies on existing window systems, in particular X. GLX obviously pulls in X dependencies and only lets us set up GL on X drawables. The alternative is to write a Wayland specific GL binding API, say, WaylandGL.
     17EGL is the only GL binding API that lets us avoid dependencies on
     18existing window systems, in particular X. GLX obviously pulls in X
     19dependencies and only lets us set up GL on X drawables. The
     20alternative is to write a Wayland specific GL binding API, say,
     21WaylandGL.
    1822
    19 A more subtle point is that libGL.so includes the GLX symbols, so linking to that library will pull in all the X dependencies. This means that we can't link to full GL without pulling in the client side of X, so we're using GLES2 for now. Longer term, we'll need a way to use full GL under Wayland.
     23A more subtle point is that libGL.so includes the GLX symbols, so
     24linking to that library will pull in all the X dependencies. This
     25means that we can't link to full GL without pulling in the client
     26side of X, so we're using GLES2 for now. Longer term, we'll need a
     27way to use full GL under Wayland.
    2028}}}
    2129