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Rpi4 - OpenGL - X - alpha channel - possible?

Posted: Sat Aug 17, 2019 6:07 pm
by pik33
As in topic.

Is it possible to use alpha channel in OpenGL while displaying in X window? Can a window (with or without OpenGL) be transparent?

Re: Rpi4 - OpenGL - X - alpha channel - possible?

Posted: Mon Dec 09, 2019 3:07 am
by Gavinmc42
Did you figure this out?
Been trying to do this too.
It is weird, none of the Linux world stuff works, yet in Gentoo64 I can turn transparency to any value when grabbing and moving a window.
Done with the compositing manager?

Re: Rpi4 - OpenGL - X - alpha channel - possible?

Posted: Mon Dec 09, 2019 7:14 am
by 6by9

Re: Rpi4 - OpenGL - X - alpha channel - possible?

Posted: Mon Dec 09, 2019 11:58 pm
by Gavinmc42
Thanks, 6by9.
Have read those Pi3D posts many time, still don't really understand it.
Pi3D is a layer, so is Pygame and SDL2 etc, confused by so many layers, which does what?
pik33 normally has a lower level understanding down to assembly level.

The reason is because I came across the EGL_surfaceless option in mesa.
If the compositing is done using EGL on the Pi4 then non x11 surfaceless with transparency could be an option.

Mesa could be used without the need for x11 which makes headless OS's with simple GUI's much smaller.
Eventually I would like to use mesa to do GUI's on baremetal Pi4's.
And then perhaps direct without mesa although the GLSL shader compiler would be handy.

Understanding transparency on Pi4's is a requirement for the layers I want to use in an accelerated GUI.

Edit - been rereading those Pi3D posts, it make a tiny bit more sense now, this error is something I came across in mesa EGL_surfaceless.
EGL_NO_SURFACE
I think SDL2 can do surfaceless on Pi's.

As you say OpenGL or DRM/KMS.
For Pi4 the "underlying native platform window system" is either OpenGL, or DRM/KMS.
Rereading that post and now I remember where I got up to, thanks, my memory is going.
No libGLX in Gentoo64 I think was my current guess.