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