How to use the OpenGL dummy libraries

The OpenGL Dummy libraries provide both headers and shared object files containing
the symbols for both OpenGL ES2 and EGL.  The headers get copied into your sysroot
in the /usr/include folder, and the *.so file gets copied into your /usr/lib/
folder in both the sysroot, as well as in the target image (distributed on the device).
The library that is generated contains all the symbols needed to succesffuly link
an application as if you had support for OpenGL ES2 and EGL.  It is important to
make sure that you do not actually call any of these symbols in your application.


Installation:

You need to have three things:

Toolchain to cross compile code for your device
Sysroot containing development headers and shared objects to link against when
building applications
Target image inteded to be deployed to your device.

1) Build the library
        Setup your build environment by defining where your compiler and sysroot
        are located:
	eg.
	export CC=/opt/arm-toolchain/usr/bin/arm-linux-gnueabi-g++
	export SYSROOT=/opt/device-name/sysroot/

	Run the build script inside the client-dummy directory:
	cd client-dummy
	./build-gcc.sh

	That should generate a two files: libEGL.so, libGLESv2.so

2) Installation of files
        Copy the include folder to the /usr/include folder in your sysroot.  This
        installs the OpenGL/EGL headers:
	cp -r 3rdparty/include/* ${SYSROOT}/usr/include/
	
	Copy libEGL.so and libGLESv2.so to the /usr/lib folder in your sysroot:
	cp src/lib*.so ${SYSROOT}/usr/lib/

        Copy the libEGL.so and libGLESv2.so to the target device image and/or device
        (this is the copy that is linked against on the device).

3) Build Qt against this fake OpenGL library
	When configuring Qt, make sure to build with es2 support:
	./configure -opengl es2 ...
	
	Build as normal.

4) Done
        Now when you deploy your Qt build to the device it will depend on the dummy
        libs libEGL.so and libGLESv2.so, but as long as you are using the Qt Quick
        2D Renderer plugin you will be able to use QtQuick2 without actually making
        any OpenGL/EGL calls.
