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"For most cases, you do all the actual rendering work in GL or GLES contexts, which you create with WGL, CGL, GLX, or EGL, depending on your platform. GL and G
by johnvega 5y ago
"For most cases, you do all the actual rendering work in GL or GLES contexts, which you create with WGL, CGL, GLX, or EGL, depending on your platform.
GL and GLES do the actual rendering. EGL and friends are basically just the glue layer to get things to the screen. (Well, to the window manager)"
https://www.reddit.com/r/opengl/comments/11q0oz/what_is_the_difference_between_eglglxogl_and_gles/ https://www.reddit.com/r/opengl/comments/11q0oz/what_is_the_...
- matheusmoreira 5y ago> EGL and friends are basically just the glue layer to get things to the screen. (Well, to the window manager)" EGL can also be used directly with kernel mode setting and buffer management. No window managers necessary! A simple example I found: https://github.com/siro20/XlessEGL/blob/master/eglkms.c https://github.com/siro20/XlessEGL/blob/master/eglkms.c
- account42 5y agoSDL2 actually supports KMS so a number of games can run without a display server without any modifications.
- matheusmoreira 5y agoThat's freaking awesome. I had no idea, is this a recent addition? I've read SDL source code some years ago and I remember seeing a X11 implementation only.