谁能解释"Khronos堆栈"的方式吗?技术融合在一起? [英] Can anyone explain the way the "Khronos stack" of technologies fits together?

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问题描述

我一直在研究OpenGL,Op​​enGL-ES等...任何人都可以从下至上向我解释这一切如何融合在一起吗?

I've been researching OpenGL, OpenGL-ES, etc...Can anyone explain to me, from the bottom up, how this all fits together?

例如,帧缓冲->? ->窗口管理器-> OpenGL? (可悲的是,这告诉了我我的处境.)

For instance, framebuffer -> ?? -> Window Manager -> OpenGL ? (That shows you where I'm at with this, sadly.)

或者对于工作站...视频卡-> DRI-> X-> WM-> ????

Or in the case of a workstation...video card -> DRI -> X -> WM -> ????

我直到最近才开始在个人项目上从事C ++的工作……过去我主要从事商业软件"类型的工作……任何帮助将不胜感激!

I've only recently started working on C++ stuff on personal projects...I've mainly worked on "business software" type stuff in the past...any help would be greatly appreciated!

推荐答案

某些Khronos技术旨在一起工作,但大多数技术是完全独立的.

There are certain Khronos technologies that are intended to work together, but most are completely independent.

EGL设计用于OpenGL ES和OpenVG.它用于为这些技术创建上下文.可以将其视为特定于平台的WGL/GLX.请注意,此 only 仅适用于OpenGL ES ;桌面GL与EGL没有交互.

EGL is designed for working with OpenGL ES and OpenVG. It is used to create the context for these technologies. Think of it as a platform-specific WGL/GLX. Note that this only works for OpenGL ES; desktop GL has no interaction with EGL.

OpenCL具有用于在桌面OpenGL(和GL ES)之间进行互操作的扩展.

OpenCL has extensions for inter-operating between desktop OpenGL (and GL ES).

就是这样.否则,技术之间的关系是简单而明显的. COLLADA只是一种用于存储网格物体,场景等的文件格式.它不是设计用于OpenGL的,而是设计用于Direct3D的.

And that's about it. Otherwise, the relation between the technologies is simple and obvious. COLLADA is just a file format for storing meshes, scenes and such. It is no more designed to work with OpenGL than it is designed to work with Direct3D.

虽然WebGL,GL ES和桌面GL相似,但是它们之间是有区别的,并且没有一个是另一个的完整超集.

While WebGL, GL ES, and desktop GL are similar, there are difference between them and none is a full superset of the other.

这篇关于谁能解释"Khronos堆栈"的方式吗?技术融合在一起?的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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