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Updated version of LGPL and FDL licenseheaders.
Apply release phase licenseheaders for all source files.
Reviewed-by: Trust Me
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It uses a x11 pixmap to render all gl content into, then reads it back
using glReadPixels. Then it sends it over the wire like any other shm
surface.
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Conflicts:
mkspecs/qws/macx-nacl-g++/qplatformdefs.h
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Reviewed-by: Trust Me
(cherry picked from commit 774a3536b00c4d6e4c4c10b708e31b4373a338e3)
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We used to include the X part of the eglplatform.h, but now the mesa
version of the header file has a WL_EGL_PLATFORM part. This define is
defined in wayland-egl.h which thus needs to be included before any egl
header file.
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The default is still the old behavior
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There is really no good way of detecting if to use EGL instead of
GLX using qmake. So this is the behavior for now:
if QtOpenGL is compiled with "desktop gl" then use GLX if its compiled
with OpenGLES2 then use EGL.
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QPlatformGlContext has now a pure virtual format getter.
The way its intended to work is that the tlw has a QPlatformWindowFormat
which is the requested format. Once you get the QPlatformGlContext of
the window, you can request the QPlatformWindowFormat of the context to
see what you really got.
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Moved the openkode egl code into a convenience directory so it can be
used by other plugins
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