Timeline for Why Wayland is using OpenGL ES instead of OpenGL?
Current License: CC BY-SA 4.0
4 events
| when toggle format | what | by | license | comment | |
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| Apr 9, 2019 at 16:48 | comment | added | Paradox | Thanks but I already knew that. The problem is when you take a look at how Wayland handles EGL calls there seems to have a discrepancy between the APIs: AFAIK, OpenGL ES function calls are handled "natively" by Wayland, while "classic" OpenGL function calls fall back to X11 compatibility layer and therefore XWayland. Which leads me to think either OpenGL support is not coming to Wayland and has not come yet, which is my question. But, if I'm wrong or missing something, I'd like to see evidence of that. | |
| Apr 8, 2019 at 18:05 | comment | added | Johan Myréen | 'What is the drawing API? "Whatever you want it to be, honey". Wayland doesn't render on behalf of the clients, it expects the clients to use whatever means they prefer to render into a shareable buffer.' | |
| Apr 8, 2019 at 12:21 | comment | added | Paradox | Could you elaborate, please? I updated my question to mention that I already read this piece of documentation but I tried to address what was not clear about it. | |
| Apr 8, 2019 at 7:25 | history | answered | Johan Myréen | CC BY-SA 4.0 |