Solo Xgl..

Jon Smirl jonsmirl at gmail.com
Tue Feb 22 13:38:54 PST 2005


On Tue, 22 Feb 2005 15:45:16 -0500, Adam Jackson <ajax at nwnk.net> wrote:
> Dogless is win32 only, it seems.  And it's actually an inversion of the model
> we're thinking about.  Dogless appears to translate WGL to EGL, so you can
> have some tiny EGL stack and then run Quake on it (where presumably this
> stack mirrors the stack you're going to put on your embedded device).  So it
> doesn't even provide the EGL API to begin with.

Doc says it works both ways. EGL->WGL and WGL-EGL. The khronos site
says to use it for developing EGL apps on the desktop.

> There's in my mind three pieces of the OpenGL|ES stack here:
> 
> - EGL, the API that binds you to your native windowing system (or in our case,
>   provides it)
> - The GL engine
> - The various OES_* extensions
> 
> #1 turns out to be pretty easy to add.  #2 we already have.  #3 isn't really
> interesting for desktop hardware but is also pretty easy to add should
> someone want to invest the effort (most of them are just adding support for
> various small data types, which we can upconvert transparently before handing
> to the existing Mesa engine).
> 
> So, since we pretty much have the API, and since the API is the new piece
> we're trying to leverage, I don't really see the point in chasing after
> license changes for software that isn't capable of what we want to use GL
> for.
> 
> - ajax
> 
> 
> 


-- 
Jon Smirl
jonsmirl at gmail.com



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