On Sunday 15 May 2005 18:27, Jon Smirl wrote: > On 5/15/05, Adam Jackson <[EMAIL PROTECTED]> wrote: > > On Saturday 14 May 2005 10:45, Jon Smirl wrote: > > > Our egl extension is supposed to expose the full OpenGL > > > implementation, right? For example egl Context is not exposing the > > > full OpenGL context. Don't we need some way to turn on full OpenGL > > > support and then add all of the defines needed? > > > > I don't see why we would need that. The state machine nature of GL > > should mean that if you only modify a subset of the state then you don't > > have to worry about the bits you don't change. > > > > It may be useful to export an EGL extension to indicate that the GL > > underneath it is full OpenGL and not the embedded subset, but that > > extension shouldn't need any new entrypoints I don't think. > > How go you create a context with options that are supported in full GL > from our EGL implementation? There are a bunch of context creation > options that aren't in EGL.
Aren't these options basically limited to things you can specify in an XVisualInfo or GLXFBConfig list but not in an EGLConfig list? That's not a large list. - ajax
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