1.Where does EGL come in the Scene?
When communicating with native windowing system of my OS EGL acts as the layer between OpenGL-ES and OS-window system.
1- eglGetDisplay() //open a connection
2- eglInitialize() //then initialize EGL
To query available types and configurations of drawing surfaces.
3- eglGetConfig() //query every surface configuration Optional
4 -eglGetConfigAttrib() // Analyze each config and make the chice or
5 -eglChooseConfig() // Have EGL make the choice of matching configs(create a list of “nice o have”s and pass )
To create drawing surfaces
6- eglCreateWindowSurface() // Create window with the chosen configs
7- eglCreatePbufferSurface() //Optional Offscreen buffer don’t confuse with frame buffers
8- eglCreateContext() //Create rendering context
9- eglMakeCurrent() // to associate particular context with surface
managing rendering resources – ex:texture map. (I have no idea why the resources has to go through this.)