EGL Overview
EGL 1.3 at a glance
EGL provides mechanisms for creating rendering surfaces onto which client APIs like OpenGL ES and OpenVG can draw, create graphics contexts for client APIs, and synchronize drawing by client APIs as well as native platform rendering APIs. This enables seamless rendering using both OpenGL ES and OpenVG for high-performance, accelerated, mixed-mode 2D and 3D rendering.
- EGL 1.3 Specification, Header Files & Extension Registry
- EGL 1.2 Specification (.PDF, 288 KB updated July, 2005)
- EGL 1.2 .h header file (updated 2005/11/21)
- EGL 1.1 Specification (.PDF, 294 KB updated Nov, 2004)
- EGL 1.1 .h header file
Portable Layer for Graphics Resource Management
EGL can be implemented on multiple operating systems (such as Symbian, embedded Linux, Unix, and Windows) and native window systems (such as X and Microsoft Windows). Implementations may also choose to allow rendering into specific types of EGL surfaces via other supported native rendering APIs, such as Xlib or GDI. EGL provides:
- Mechanisms for creating rendering surfaces (windows, pbuffers, pixmaps) onto which client APIs can draw and share
- Methods to create and manage graphics contexts for client APIs
- Ways to synchronize drawing by client APIs as well as native platform rendering APIs.
Examples of OpenVG combined with OpenGL ES using EGL
- OpenVG renders front/back buffer of OpenGL ES application (surface sharing)
- OpenVG renders to OpenGL ES texture buffer
- OpenGL ES renders on OpenVG image buffer
- Share OpenVG objects among multiple OpenVG graphics contexts





