Graphics Reference
In-Depth Information
5.
By the value of EGL_SAMPLE_BUFFERS in ascending order.
6.
By the number of EGL_SAMPLES in ascending order.
7.
By the value of EGL_DEPTH_SIZE in ascending order.
8.
By the value of the EGL_STENCIL_SIZE in ascending order.
9.
By the value of the EGL_ALPHA_MASK_SIZE (which is applicable only
to OpenVG surfaces).
10.
By the EGL_NATIVE_VISUAL_TYPE in an implementation-dependent
manner.
11. By the value of the EGL_CONFIG_ID in ascending order.
Parameters not mentioned in this list are not used in the sorting process.
Note: Because of the third sorting rule, to get the best format that matches
what you specified, you will need to add extra logic to go through
the returned results. For example, if you ask for “565” RGB format,
then the “888” format will appear in the returned results first.
As mentioned in Example 3-3, if eglChooseConfig returns successfully,
we have enough information to continue to create something to draw
into. By default, if you do not specify which type of rendering surface
type you would like (by specifying the EGL_SURFACE_TYPE attribute), EGL
assumes you want an on-screen window.
Creating an On-Screen Rendering Area:
The EGL Window
Once we have a suitable EGLConfig that meets our requirements for
rendering, we are ready to create our window. To create a window, call the
following function:
EGLSurface eglCreateWindowSurface (EGLDisplay display ,
EGLConfig config ,
EGLNativeWindowType window ,
const EGLint * attribList )
display specifies the EGL display connection
config specifies the configuration
window specifies the native window
attribList specifies the list of window attributes; may be NULL
 
 
 
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