Difference in behaviour between GLX and EGL contect creation |
Emmanuel Gil Peyrot
Guest
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Hi,
I noticed a quite trappy difference in the frame buffer configuration selection done by the GLX and EGL code. Both emit their wish, as the user defined it using SDL_GL_SetAttribute, but GLX selects the first one, which is the best, and EGL the most fitting. I noticed that issue because the default is RGB332, which always gave me a RGB888 frame buffer on X11, but gave me a RGB565 one on Wayland. I don’t know what the solution is, maybe removing the code trying to find the most fitting configuration from EGL would make the most sense. I also haven’t checked what the other backends do, for that context creation issue. -- Emmanuel Gil Peyrot _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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Difference in behaviour between GLX and EGL contect creation |
Difference in behaviour between GLX and EGL contect creation |
Emmanuel Gil Peyrot
Guest
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On Thu, Mar 26, 2015 at 03:17:48PM -0300, Gabriel Jacobo wrote:
Hmm, I hadn’t thought about mobile, and indeed it makes sense. It’s quite funny since I think I encountered a bug on GLES, where Mesa would unconditionally give me a RGB888 frame buffer instead of the selected one.
That’s what I did in my game engine to fix that, no problem. But this is still an issue of consistency between backends. I would suggest backporting the best-fitting code from EGL to GLX, to prevent getting a RGB332 frame buffer on some backends and not understanding why. -- Emmanuel Gil Peyrot _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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