On 06/27/2014 09:15 PM, Jason Ekstrand wrote: > > On Jun 27, 2014 11:49 AM, "Armin K." <kre...@email.com > <mailto:kre...@email.com>> wrote: >> >> On 27.6.2014 20:08, Kalrish Bäakjen wrote: >>> >>> 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 said, this would make it impossible to run my application on >>> Wayland. >>> >>> What is the status of OpenGL on Wayland? Are there any plans on >>> emancipating it from GLX? > > If your concern is that your app works across window systems, then it > shouldn't be a problem. You can get a desktop GL context through EGL on > Wayland without any problems. > > 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-paths will never get exercised and it will > gave no runtime dependency on having an X server. Really, this is a > packaging problem far more than it is a programming problem. > >>> >>> Thank you, and, please, forgive me if this message does not correspond >>> to these lists. Regards, >>> Kalrish >>> >> >> You can request OpenGL context through EGL. libGL is a GLX > implementation and thus requires X to display stuff. > > As I said above, that's not a problem. >
What I wanted to say is that you can't currently use libGL without EGL for drawing on Wayland. There is no OpenGL implementation for Wayland (GLW or whatever that could be called) - or there is? > --Jason Ekstrand -- Note: My last name is not Krejzi. _______________________________________________ wayland-devel mailing list wayland-devel@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/wayland-devel