How OSMesa bootstraps the GL renderer to output to main memory? I have seen 
Osmesa source code, but I don't know much. I guess Osmesa is some of the 
information inside the GL context to boot the output location of the renderer, 
but I am uncertain, can anyone tell me some more detailed things?
I am trying to make Vulkan output to the surface created by EGL, but I don't 
know how to "boot" VK, but I see OSMESA to make Zink to the client memory. So I 
guess whether this is related to the information stored with the context In 
addition, I don't know what changes will be made after the context is bound to 
the window.

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