From 9ba37e329646db3e8b35d271c09ec749faf8a474 Mon Sep 17 00:00:00 2001 From: Kristian Høgsberg Date: Mon, 13 Dec 2010 16:56:52 -0500 Subject: Add EGL/GLES2 FAQ --- faq.html | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/faq.html b/faq.html index 1a054ea..2a0b31d 100644 --- a/faq.html +++ b/faq.html @@ -224,7 +224,22 @@ pieces together.

+

Why does Wayland use EGL and GLES2?

+ +

+ 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. +

+

+ 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.

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