I am confused by EGL spec. It mentioned that it was in interface between OpenVG and native windows system. Here is what I don't understanding:
1. Why cann't we just open the framebuffer driver for OpenVG application
and write to there directly?
2. Why "context" and "surface"s' exist are must for EGL and OpenVG?
Maybe I don't get the true meaning of "context" and "surface"...
Why cann't we just have either "surface" or "context" ?
3. For OpenVG, under what condition may we allocate EGL's
"Window surface", "PBuffers surface" or "Pixmap surface"?