Hi Denis,
> Denis Oliver Kropp wrote: >> eglCreateWindowSurface with IDirectFBWindow and > > Why should the egl window be bound to an IDirectFBWindow? IMHO this > should just be an IDirectFBSurface - the egl window can then e.g. be a > DirectFB window's surface, or e.g. a primary surface and you give > users total flexibility (that's how we do it, and it works very well > :-) > >Isn't eglCreateWindowSurface for creating a surface with a native window? > >Where would be the difference to eglCreatePixmapSurface? No eglCreateWindowSurface is for creating a surface that can be made "visible on the display", it doesn't care by what mechanism that happens. Calling it a window was irritating, but I guess Khronos were still being influenced far too much by the desktop world. The DFB primary surface is just as good a place to render as a DFB window surface, depending on the app, I mean why would you want window manager blits slowing down your full screen games? In our EGL integration both EGLNativeWindowType and EGLNativePixmapType are aliases for IDirectFBSurface. You can only successfully create egl window surfaces from double or triple buffered DFB surfaces located in video memory and you can only create pixmap surfaces or EGLImages from single buffered surfaces (in either system or video memory). Regards, -stephen
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