Graphics Reference
In-Depth Information
EGL_CORE_NATIVE_ENGINE is always accepted, and represents the most
common engine supported; other engines are implementation specific,
and are specified through EGL extensions. EGL_TRUE is returned on
success. On failure, EGL_FALSE is returned and an EGL_BAD_PARAMETER
error is posted.
Summary
In this chapter, you learned about EGL, the API for creating surfaces and
rendering contexts for OpenGL ES 3.0. Now, you know how to initialize
EGL; query various EGL attributes; and create an on-screen, off-screen
rendering area and rendering context using EGL. You have learned
enough EGL to do everything you will need for rendering with OpenGL
ES 3.0. In the next chapter, we show you how to create OpenGL ES
shaders and programs.
 
 
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