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.
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.