On Wed, Jul 2, 2014 at 6:37 PM, Thomas Daede wrote:
> What Mesa version are you using? IIRC OpenGL 3.3 is only supported in
> llvmpipe in mesa 10.3 and newer. Using MESA_GL_VERISON_OVERRIDE just fakes
> the version string, it doesn't change what functions you can actually link
> to.
>
> Also, tha
t; about this API, I would rather use its desktop counterpart; however, as
>>
>> > said, this would make it impossible to run my application on Wayland.
>>
>> >
>>
>> > What is the status of OpenGL on Wayland? Are there any plans on
>>
>> > emancipating it from
er use its desktop counterpart; however, as
>
> > said, this would make it impossible to run my application on Wayland.
>
> >
>
> > What is the status of OpenGL on Wayland? Are there any plans on
>
> > emancipating it from GLX?
>
> >
>
> > T
> information about this API, I would rather use its desktop counterpart;
>>>> however, as said, this would make it impossible to run my application on
>>>> Wayland.
>>>>
>>>> What is the status of OpenGL on Wayland? Are there any plans on
>&g
gt; however, as said, this would make it impossible to run my application on
>>> Wayland.
>>>
>>> What is the status of OpenGL on Wayland? Are there any plans on
>>> emancipating it from GLX?
>
> If your concern is that your app works across window systems, th
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
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
d 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 said, this would make it impossible to run my application on
>> Wayland.
>>
>> What is the status
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
rather use its desktop counterpart;
however, as said, this would make it impossible to run my application on
Wayland.
What is the status of OpenGL on Wayland? Are there any plans on
emancipating it from GLX?
Thank you, and, please, forgive me if this message does not correspond
to these lists. Regards
said, this would make it impossible to run my application on Wayland.
What is the status of OpenGL on Wayland? Are there any plans on
emancipating it from GLX?
Thank you, and, please, forgive me if this message does not correspond to
these lists. Regards,
Kalrish
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