Huh - thats odd my build system already has libgl1-mesa-dev,
libgl1-mesa-dri-dev, and libgl1-mesa-swx11-dev, and mesa-common-dev... Any
ideas?

~Jeff Hoogland

On Tue, Mar 15, 2011 at 7:02 AM, Carsten Haitzler <ras...@rasterman.com>wrote:

> On Tue, 15 Mar 2011 06:57:38 -0500 Jeff Hoogland <jeffhoogl...@linux.com>
> said:
>
> opengl dev packages? depends. mesa ones? i install the nvidia drivers
> pretty
> much everywhere. libgl1-mesa-dev ? libgl1-mesa-swx11-dev ? you need a
> generic
> solution. mesa-common-dev ? maybe that one. rebuild evas and ecore-evas.
> then
> you'll get the gl option in e's comp.
>
> > How do I build those packages with opengl engine support? What libraries
> do
> > I need on the system?
> >
> > ~Jeff Hoogland
> >
> > On Tue, Mar 15, 2011 at 6:50 AM, Carsten Haitzler <ras...@rasterman.com
> >wrote:
> >
> > > On Tue, 15 Mar 2011 06:42:01 -0500 Jeff Hoogland
> <jeffhoogl...@linux.com>
> > > said:
> > >
> > > > I've been playing with E's built in compositing engine of the late
> and I
> > > > noticed it only offers me "software" under Engine. Are there suppose
> to
> > > be
> > > > other options? If so any ideas what packages/settings I am missing at
> > > > compile time that I don't see the other options?
> > >
> > > yes - other option is gl. that is if you build evas with opengl engine
> > > support.
> > > and ecore-evas too needs to be built detecting evas's gl engine
> headers. if
> > > you
> > > have that then you'd have a gl option. it actually does work and it's
> what
> > > i
> > > use every day. it even works on things like phones (opengl-es) and
> tablets
> > > (arm
> > > tablets etc.) and any of that embedded stuff. it works out of the box
> on
> > > the
> > > nvidia tegra2 dev board for example - letalone other systems build with
> > > x11+
> > > opengl-es2 + egl support. of course the "desktop gl" is there too (glx
> +
> > > opengl). requires GLSL (shaders) to work or it'll fall back to
> software. if
> > > gl
> > > falls back to software or evas falls back to its software depends if
> the gl
> > > implementation has a software fallback for shaders :)
> > >
> > >
> > > --
> > > ------------- Codito, ergo sum - "I code, therefore I am"
> --------------
> > > The Rasterman (Carsten Haitzler)    ras...@rasterman.com
> > >
> > >
>
>
> --
> ------------- Codito, ergo sum - "I code, therefore I am" --------------
> The Rasterman (Carsten Haitzler)    ras...@rasterman.com
>
>
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