2017-08-02 14:43 GMT+02:00 Gustavo Sverzut Barbieri :
>> You are not going to get WebKit working with OpenGLES 1.1 unless you have an
>> experienced engineer making large modifications to the source code. Instead,
>> you should just turn off OpenGL/OpenGLES support. Just build with
>> -DENABLE_
On Tue, Aug 1, 2017 at 6:44 PM, Michael Catanzaro wrote:
>
> On Tue, Aug 1, 2017 at 9:13 PM, Nagendra K wrote:
>
> Hi Dean,
>
> Thanks for the reply.
> I actually have a embedded device with opengl es 1.1 and WebKit which is 7
> years old, now requirement is to update the WebKit using the same o
On Tue, Aug 1, 2017 at 9:13 PM, Nagendra K
wrote:
Hi Dean,
Thanks for the reply.
I actually have a embedded device with opengl es 1.1 and WebKit which
is 7 years old, now requirement is to update the WebKit using the
same opengles1.1 i.e. no option to update opengles1.1.
So as you said we nee
01.08.2017, 23:14, "Nagendra K" :
> Hi Dean,
>
> Thanks for the reply.
> I actually have a embedded device with opengl es 1.1 and WebKit which is 7
> years old, now requirement is to update the WebKit using the same opengles1.1
> i.e. no option to update opengles1.1.
I bet your old WebKit was
Hi Dean,
Thanks for the reply.
I actually have a embedded device with opengl es 1.1 and WebKit which is 7
years old, now requirement is to update the WebKit using the same
opengles1.1 i.e. no option to update opengles1.1.
So as you said we need opengles2 or opengl4 to upgrade WebKit as WebKit has
> On 19 Jul 2017, at 12:21, Nagendra K wrote:
>
> Current build of WebKit using opengl and with custom port, all apps will
> directly use the opengl calls to draw, making the opengl independent of
> WebKit.
> So if I upgrade the WebKit, will the latest WebKit require opengl for any of
> the
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