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authorKristian Høgsberg <krh@bitplanet.net>2010-12-13 16:56:52 -0500
committerKristian Høgsberg <krh@bitplanet.net>2010-12-13 16:56:52 -0500
commit9ba37e329646db3e8b35d271c09ec749faf8a474 (patch)
tree56edba1422e4f885231f13c94668f3bec01d720c
parent95c3f37197487ffc556840f9b0b36632a049c24d (diff)
Add EGL/GLES2 FAQ
-rw-r--r--faq.html15
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diff --git a/faq.html b/faq.html
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@@ -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>