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author | Kristian Høgsberg <krh@bitplanet.net> | 2010-12-13 16:56:52 -0500 |
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committer | Kristian Høgsberg <krh@bitplanet.net> | 2010-12-13 16:56:52 -0500 |
commit | 9ba37e329646db3e8b35d271c09ec749faf8a474 (patch) | |
tree | 56edba1422e4f885231f13c94668f3bec01d720c | |
parent | 95c3f37197487ffc556840f9b0b36632a049c24d (diff) |
Add EGL/GLES2 FAQ
-rw-r--r-- | faq.html | 15 |
1 files changed, 15 insertions, 0 deletions
@@ -224,7 +224,22 @@ pieces together. </p> +<h3>Why does Wayland use EGL and GLES2?</h3> + +<p> + EGL is the only GL binding API that lets us avoid dependencies on + existing window systems, in particular X. GLX obviously pulls in X + dependencies and only lets us set up GL on X drawables. The + alternative is to write a Wayland specific GL binding API, say, + WaylandGL. +</p> + <p> + A more subtle point is that libGL.so includes the GLX symbols, so + linking to that library will pull in all the X dependencies. This + means that we can't link to full GL without pulling in the client + side of X, so we're using GLES2 for now. Longer term, we'll need a + way to use full GL under Wayland. </p> </body> |