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When building OGRE with the flag -DOGRE_GLSUPPORT_USE_EGL=1 to attempt to get it to run natively on Wayland, the sample applications still call on functions that require GLX or expect an X11 display socket and attempt to connect to that instead.
Does there exist an option in OGRE to disable the X11/GLX components and have it use EGL/Wayland exclusively, or would that require significant refactoring to achieve?
The text was updated successfully, but these errors were encountered:
So writing a OgreWaylandEGLSupport.cpp/OgreWaylandEGLWindow.cpp and replicating the functionality from the other EGL render systems with Wayland-equivalent functions should be sufficient for Wayland-native windowing? Or are there other areas of ORGE that would also need refactoring?
When building OGRE with the flag -DOGRE_GLSUPPORT_USE_EGL=1 to attempt to get it to run natively on Wayland, the sample applications still call on functions that require GLX or expect an X11 display socket and attempt to connect to that instead.
There was some discussion on your forums here (https://forums.ogre3d.org/viewtopic.php?t=96208) where others also attempted this, but from what I could see it never got resolved.
The application I'm trying to build is RViz, which uses the OGRE engine, and my aim is to have it work natively with the Weston Wayland compositor. Windows' WSL uses Weston internally for graphical Linux applications, and there's footage here (https://devblogs.microsoft.com/commandline/the-initial-preview-of-gui-app-support-is-now-available-for-the-windows-subsystem-for-linux-2/) of RViz running on Weston in WSL. However, I'm not familiar with how WSL works internally and whether they in fact use XWayland for compatibility.
Does there exist an option in OGRE to disable the X11/GLX components and have it use EGL/Wayland exclusively, or would that require significant refactoring to achieve?
The text was updated successfully, but these errors were encountered: