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linux - What is EGL And How Can I Use It - Stack Overflow EGL is a window system-independent equivalent to the GLX and WGL APIs, which respectively enable OpenGL support in X and Microsoft Windows It is an interface between Khronos rendering APIs such as OpenGL ES or OpenVG and the underlying native platform window system
What is the relationship between EGL and OpenGL? The intent of EGL is to ease developers' lives by creating a portable and standard way to initialize and get context of supported graphics API, without worrying about platform specific issues, as WGL, GLX, etc That is a problem of EGL implementers, not final programmer
EGL guide for beginners - Stack Overflow EGL 1 5 is a lowlevel system API for creating OpenGL and OpenGL ES contexts; connecting those contexts to the window system; and sharing graphics buffers and grapics events between applications, the window system, and other system components such as OpenCL, video decode engines, and camera hardware
Please explain to me what exactly is EGL in Android? That's where the EGL place is - it defines an API that gets translated to underlying windowing system calls by some library Like GLX and WGL is responsible for creation of OpenGL context on Linux and Windows, EGL is responsible for creation of OpenGL ES context in embedded systems
How to create a native X11 window for use with EGL How does one create a native X11 window that works in EGL? Going through the eglIntro there is little documentation on the matter Alternatively, is there a way to create native windows through EGL
Android EGL sRGB default renderbuffer - Stack Overflow 4 You are definitely on the right track, the only way to get an sRGB default framebuffer in OpenGL ES is going to involve going through EGL Now, EGL 1 4 does not have built-in support for different color spaces on GL's default framebuffer, however there is an extension that your system may support called EGL_KHR_gl_colorspace
Segmentation Fault with eglInitialize Using OpenGL without X11 *eglDisplay = display; *eglSurface = surface; *eglContext = context; return EGL_TRUE; } My last question is whether EGL is necessary to run OpenGL, or is it possible to run OpenGL and just have it write to a memory location? If it's not possible to run without X11, how can I start just the minimum (ex: Xorg server) and have it use that as context?
eglCreateFramebuffer() causes EGL_BAD_CONFIG (Invalid EGL frame buffer . . . Also, the preceding call to eglCreateWindowSurface() succeeds as well This is with: EGL VENDOR:Android EGL VERSION:1 4 Android META-EGL What is causing some devices to fail on the eglCreateContext () call? And if it is invalid, why is eglChooseConfig returning the offending config?