There's a couple of tricky things about GL in Wayland right now. First
of, it's all EGL and GLES2.  Longer term we'll need an answer for apps
that need full GL, but the problem is that libGL pulls in GLX and all
the X dependencies.  The other thing is that there is no EGLSurface
support in Wayland, you just render to a FBO and push the color buffer
to the Wayland compositor.  We may add an EGLSurface for Wayland at
some pointer, but for now there's a little more bookkeeping to do on
the client side.

That means in near future there will be no GL Support?
afaik, libGL is based on X-forwarding, so there would be a need of reimplementing all GL stuff of the X11 for a back-buffer-drawing library?

I would like to know how the shared buffer exactly works. It sounds very interesting to compose shared FBOs, but how is it exactly done?

Greets
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