On Tue, 22 Feb 2005 15:45:16 -0500, Adam Jackson <[EMAIL PROTECTED]> wrote: > Dogless is win32 only, it seems. And it's actually an inversion of the model > we're thinking about. Dogless appears to translate WGL to EGL, so you can > have some tiny EGL stack and then run Quake on it (where presumably this > stack mirrors the stack you're going to put on your embedded device). So it > doesn't even provide the EGL API to begin with.
Doc says it works both ways. EGL->WGL and WGL-EGL. The khronos site says to use it for developing EGL apps on the desktop. > There's in my mind three pieces of the OpenGL|ES stack here: > > - EGL, the API that binds you to your native windowing system (or in our case, > provides it) > - The GL engine > - The various OES_* extensions > > #1 turns out to be pretty easy to add. #2 we already have. #3 isn't really > interesting for desktop hardware but is also pretty easy to add should > someone want to invest the effort (most of them are just adding support for > various small data types, which we can upconvert transparently before handing > to the existing Mesa engine). > > So, since we pretty much have the API, and since the API is the new piece > we're trying to leverage, I don't really see the point in chasing after > license changes for software that isn't capable of what we want to use GL > for. > > - ajax > > > -- Jon Smirl [EMAIL PROTECTED] ------------------------------------------------------- SF email is sponsored by - The IT Product Guide Read honest & candid reviews on hundreds of IT Products from real users. Discover which products truly live up to the hype. Start reading now. http://ads.osdn.com/?ad_id=6595&alloc_id=14396&op=click -- _______________________________________________ Dri-devel mailing list Dri-devel@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/dri-devel