egles | Portable EGL layer , framework and wrappers for the Go | Game Engine library
kandi X-RAY | egles Summary
kandi X-RAY | egles Summary
EGL and GLES wrappers to use with the Go programming language.
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Top functions reviewed by kandi - BETA
- newWindow creates a new window .
- keyEvent handles key events .
- Initialize initializes an OpenGL window .
- loadImage loads the PNG image .
- Initializes the scene .
- initShaders initializes the OpenGLShaders .
- draw a viewport .
- initialize the window
- Run application .
- drawScene draws a scene .
egles Key Features
egles Examples and Code Snippets
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QUESTION
Recently I am working with bigflake.com CameraToMpeg example where we can see how to make use of OpenGLES. One of the last steps is to initialize EGL14 to record the current OPNEGLES context and swap it to MediaCodec.
My question is however: What is exactly EGL14? Why EGL14 is a mechanism for creating surfaces onto which OPENGLES can render, since when in a simple OPENGLES I never initialize EGL14? Is it an additional class, or indispensable for OPENGLES operations? How does EGL know what is the current OPENGLES context? What else can I do with that, for example am I able to make a context with a concrete texture in OPENGLES? Where to find some more documentation about it - books?
...ANSWER
Answered 2019-Dec-27 at 14:56The OpenGL, or OpenGL ES - is everything about rendering within some environment. It doesn't know or care about what exactly that environment is. As long as it provides required list of compliant functions that can be called to achieve desired result - that's OpenGL for you.
Now how do you create that environment? Since it's not OpenGL's responsibility, it has to be done by someone else, and it has to be done in a way that is compliant with rules of the system that hosts the rendering application.
That's where the EGL place is - it defines an API that gets translated to underlying windowing system calls by some library. Like GLX and WGL is responsible for creation of OpenGL context on Linux and Windows, EGL is responsible for creation of OpenGL ES context in embedded systems. Android is not the only platform that's using EGL, pretty much all the Linux-capable single-SoC ARM computers will expose EGL API, so apps would be able to create a valid rendering context.
If you never used EGL api - then it means you never wrote the native applications for Android, or some other java class (like GLSurfaceView
) is wrapping up things for you. Look at the basic GLES examples, you'll find lots of references to EGL stuff. At the minimum you'd be asked to provide the EGLConfigChooser
, or at least give some parameters to implicitly created EGLConfigChoser.
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