Originally posted by oiaohm
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Which is mostly lots of
byte 16 rendering command length
byte 70 rendering command opcode (Vertex3fv)
+ 3x 4 byte floats for X Y and Z
As defined in
with a complete draw finishing on the android device 2000 times a second. (the application is synchronized on the return of glXSwapBuffers)
XPRA client simply maps those byte sequences to calls to GL functions, webGL in the case of its HTML5 client.
Wayland has no such definitions, which is why there is no wayland for XPRA. Also why there are no serious wayland developers (the other reason being no one uses wayland, but that is much less of an issue than a complete lack of any functionality required by developers)
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