[Bf-committers] Wayland and Blender

Wander Lairson Costa wander.lairson at gmail.com
Thu Jul 25 14:10:43 CEST 2013

2013/7/24 Jason Wilkins <jason.a.wilkins at gmail.com>:
> Regarding this code in GHOST_SystemWayland::GHOST_SystemWayland
> EGLint n;
> EGL_CHK(eglChooseConfig(m_egl_display.get(), config_attribs, &m_conf, 1, &n));
> After this, you do not check if n is equal to 1.  From my reading of
> both the documentation and the source code for ANGLE, it is possible
> for eglChooseConfig to "succeed" by returning EGL_TRUE but return 0
> configurations.  The return value is based on the validity of the
> arguments, not if any configurations were found.

You are right, I will fix that.

> I was reading your wayland code because I was thinking of merging in
> the CMake configuration stuff and also seeing how you handle EGL
> differently from myself.

Well, how do you handle it?

> I plan on making a GHOST_Context class (with EGL and WGL
> implementations to start) that factors out rendering context
> management.  I think I'm going to borrow generously from how you are
> handling the resources.

Are you talking about the scoped_resource class? Anyway, feel free to
steal any code you find useful for yourself.

Best Regards,
Wander Lairson Costa

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