On 5/15/05, Adam Jackson <[EMAIL PROTECTED]> wrote:
> On Sunday 15 May 2005 18:27, Jon Smirl wrote:
> > On 5/15/05, Adam Jackson <[EMAIL PROTECTED]> wrote:
> > > On Saturday 14 May 2005 10:45, Jon Smirl wrote:
> > > > Our egl extension is supposed to expose the full OpenGL
> > > > implementation, right? For example egl Context is not exposing the
> > > > full OpenGL context. Don't we need some way to  turn on full OpenGL
> > > > support and then add all of the defines needed?
> > >
> > > I don't see why we would need that.  The state machine nature of GL
> > > should mean that if you only modify a subset of the state then you don't
> > > have to worry about the bits you don't change.
> > >
> > > It may be useful to export an EGL extension to indicate that the GL
> > > underneath it is full OpenGL and not the embedded subset, but that
> > > extension shouldn't need any new entrypoints I don't think.
> >
> > How go you create a context with options that are supported in full GL
> > from our EGL implementation? There are a bunch of context creation
> > options that aren't in EGL.
> 
> Aren't these options basically limited to things you can specify in an
> XVisualInfo or GLXFBConfig list but not in an EGLConfig list?  That's not a
> large list.

Auxiliary and Accumulator buffers for example. We need to check all of
the GLX config options and make sure EGL isn't making something
important inaccessible.

-- 
Jon Smirl
[EMAIL PROTECTED]


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