If I understood it right, Dmitry, you are working on an EGL implementation
that should dynamically detect the type of the object passed to
eglGetDisplay. Mesa already does that, but it is ugly and just a hack that
should be avoided. eglGetDisplay was not designed to support multiple
platforms, henc
I had the same idea, and asked in StackExchange whether it would be
possible [1]. Even after reading the answers, the idea is flying in my
mind. I am not an experienced programmer, but am anyway interested in this,
so please tell me if you get anything.
Regards,
KB
1:
http://gamedev.stackexchange
If I have understood you correctly, GLX (the means for setting up an OpenGL
context under X) will interact with the XWayland instance, which will then,
in turn, interact with the Wayland compositor, giving it the image rendered
by its client. So, AFAIK, legacy applications that use GLX should work
On Wed, Jul 2, 2014 at 6:37 PM, Thomas Daede wrote:
> What Mesa version are you using? IIRC OpenGL 3.3 is only supported in
> llvmpipe in mesa 10.3 and newer. Using MESA_GL_VERISON_OVERRIDE just fakes
> the version string, it doesn't change what functions you can actually link
> to.
>
> Also, tha
suspect the pertinent examples are not tested with
LIBGL_ALWAYS_SOFTWARE set.
About that issue, should I file a bug report?
On Mon, Jun 30, 2014 at 9:45 AM, Kenneth Graunke
wrote:
> On Friday, June 27, 2014 08:08:21 PM Kalrish Bäakjen wrote:
>
> > Hello,
>
> >
>
>
On Fri, Jun 27, 2014 at 10:13 PM, Jason Ekstrand
wrote:
>
> Make sure you are calling eglBindAPI(EGL_OPENGL_API) as opposed to
> eglBindAPI(EGL_OPENGL_ES_API). There is no OpenGL ES 3.3.
>
I have realized that eglBindAPI was being called after eglCreateContext. I
fixed the calling order as speci
can such a context be created?
Thanks again,
Kalrish
On Fri, Jun 27, 2014 at 9:26 PM, Kalrish Bäakjen
wrote:
> On Fri, Jun 27, 2014 at 9:15 PM, Jason Ekstrand
> wrote:
>
>> The issue everyone talks about is that libGL also contains a GLX
>> implementation so it links agai
On Fri, Jun 27, 2014 at 9:15 PM, Jason Ekstrand
wrote:
> The issue everyone talks about is that libGL also contains a GLX
> implementation so it links against Xlib. This will create a link-time
> dependency on Xlib. However, since your application will not be making any
> GLX calls, those code-
On Fri, Jun 27, 2014 at 9:11 PM, Armin K. wrote:
>
> I am not really sure but if [1] gets realized, then probably yes.
>
> You should try to track down why you get the segfault in the first place.
> People have used OpenGL via Mesa EGL in the past without any issues.
>
> [1] https://github.com/ari
Hello,
I am working on a project that uses EGL and defers drawing to render
modules. To maintain compatibility with Wayland and avoid being tied to X,
I have chosen OpenGL ES 3. As it is difficult for me to find information
about this API, I would rather use its desktop counterpart; however, as
sa
Hello,
A week ago, I sent a message in which I asked how am I supposed to use
Weston with the DRM backend. Don't misunderstand me: I had RTFM already,
and I had investigated enough (or so I supposed). I'm still unable to use
Weston with the DRM backend, even though everything is right.
Can anyone
Hello,
For some time I have had FBCON and the VGA console disabled in the kernel,
as kmscon works really great. However, it seems that the traditional
in-kernel console is a requirement for weston-launch; without it, it will
claim that it "must be run from a virtual terminal". I've tried several
c
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