Hello All:
I work as an embedded software developer, and I would like to increase my
knowledge in software design. I have not yet contributed to an ongoing open
source project, but I would like to start contributing to Wayland (because
I like it). So far, I have compiled, ran, Wayland and Weston (
On Fri, Jun 27, 2014 at 10:13 PM, Jason Ekstrand
wrote:
>
> Make sure you are calling eglBindAPI(EGL_OPENGL_API) as opposed to
> eglBindAPI(EGL_OPENGL_ES_API). There is no OpenGL ES 3.3.
>
I have realized that eglBindAPI was being called after eglCreateContext. I
fixed the calling order as speci
On Fri, Jun 27, 2014 at 12:54 PM, Kalrish Bäakjen
wrote:
> Hello again,
>
> I've catched the mouse. As my graphics card is on the r200 driver, which
> supports OpenGL 1.3 or 1.4, I used the LLVMpipe driver for my project,
> because it supported much modern versions. However, software EGL/libGL do
On 06/26/2014 09:38 PM, Ping Cheng wrote:
With my experience, mapping whole tablet to a window or a
specific display area is preferred. That is how mapping works on Windows
and Mac too.
First this is *only* when the drawing program wants it to happen. There
is some kind of mode switch so the
Hello again,
I've catched the mouse. As my graphics card is on the r200 driver, which
supports OpenGL 1.3 or 1.4, I used the LLVMpipe driver for my project,
because it supported much modern versions. However, software EGL/libGL does
not support the EGL_KHR_create_context extension, warning:
libEG
On Fri, Jun 27, 2014 at 9:15 PM, Jason Ekstrand
wrote:
> The issue everyone talks about is that libGL also contains a GLX
> implementation so it links against Xlib. This will create a link-time
> dependency on Xlib. However, since your application will not be making any
> GLX calls, those code-
On Fri, Jun 27, 2014 at 9:11 PM, Armin K. wrote:
>
> I am not really sure but if [1] gets realized, then probably yes.
>
> You should try to track down why you get the segfault in the first place.
> People have used OpenGL via Mesa EGL in the past without any issues.
>
> [1] https://github.com/ari
On Jun 27, 2014 11:49 AM, "Armin K." wrote:
>
> On 27.6.2014 20:08, Kalrish Bäakjen wrote:
>>
>> Hello,
>>
>> I am working on a project that uses EGL and defers drawing to render
>> modules. To maintain compatibility with Wayland and avoid being tied to
>> X, I have chosen OpenGL ES 3. As it is di
On 27.6.2014 20:59, Kalrish Bäakjen wrote:
On Fri, Jun 27, 2014 at 8:49 PM, Armin K. mailto:kre...@email.com>> wrote:
You can request OpenGL context through EGL. libGL is a GLX
implementation and thus requires X to display stuff.
Yes, I already got another module which used OpenGL thr
On 27.6.2014 20:08, Kalrish Bäakjen wrote:
Hello,
I am working on a project that uses EGL and defers drawing to render
modules. To maintain compatibility with Wayland and avoid being tied to
X, I have chosen OpenGL ES 3. As it is difficult for me to find
information about this API, I would rathe
Hello,
I am working on a project that uses EGL and defers drawing to render
modules. To maintain compatibility with Wayland and avoid being tied to X,
I have chosen OpenGL ES 3. As it is difficult for me to find information
about this API, I would rather use its desktop counterpart; however, as
sa
On Thu, Jun 26, 2014 at 8:02 PM, Peter Hutterer
wrote:
> Those three are the ones that matter for logging or device identification in
> callers, so let's provide them.
>
> Signed-off-by: Peter Hutterer
Have you thought about how to handle identification for non-USB
devices? We're starting to see
Hi,
On 06/27/2014 05:02 AM, Peter Hutterer wrote:
> Those three are the ones that matter for logging or device identification in
> callers, so let's provide them.
>
> Signed-off-by: Peter Hutterer
Looks good:
Reviewed-by: Hans de Goede
Regards,
Hans
> ---
> src/evdev.c| 18 ++
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