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On 07/19/2010 08:34 PM, Adam B wrote:
> This is an excellent example, Robert.  Exactly what I was looking for. 
> Any plans to post it to the wiki?  Would you like me to do that?
> 
> On Sun, Jul 18, 2010 at 10:14 PM, Adam B <[email protected]
> <mailto:[email protected]>> wrote:
> 
>     Excellent!  Thanks, Robert.  I'll start reading through the code
>     tomorrow after work.  I'll keep you posted.
> 
> 
>     On Sat, Jul 17, 2010 at 8:51 PM, Robert Bragg
>     <[email protected] <mailto:[email protected]>> wrote:
> 
>         Hi Adam,
> 
>         Excerpts from Adam B's message of Sat Jul 17 18:58:12 +0100 2010:
>         > Hello all,
>         >
>         > This page touts the benefits of COGL over raw OpenGL:
>         > http://wiki.clutter-project.org/wiki/Cogl.  I'm really excited
>         about the
>         > pango text rendering and vertex/pixel buffer abstractions.
>          I'd like to give
>         > COGL a try for a 3D game project but I've not been able to
>         find good
>         > examples or documentation for COGL.
> 
>         The Cogl reference manual can be found here:
>         http://docs.clutter-project.org/docs/cogl/1.0/ but sadly there
>         aren't
>         currently any comprehensive introductions to Cogl.
> 
>         I have to confess I was a bit cheeking claiming a few features
>         on that
>         page that don't exist yet (so as to motivate me to implement
>         them) but
>         luckily the features you want do already exist :-)
> 
>         I'd love to encourage people to pick up Cogl for games so I'm
>         eager to
>         help if I can. In general Cogl still isn't a very mature API so
>         we are
>         still working hard on exposing more features, but hopefully we cover
>         enough already for your game.
> 
>         >
>         > Would some kind sole please show me a simple COGL program that:
>         >   1) sets up a fullscreen COGL window  (perspective projection)
>         >   2) draw a spinning 3D cube or triangle
>         >   3) draw the text "Hello COGL" in front of the spinning cube
>         >   4) draw text showing the current mouse coordinates
>         >
>         > I'd guess that the above example could probably be with the
>         high-level
>         > clutter framework (actors etc), but the bigger goal is a 3D
>         game where I
>         > need something closer to raw opengl api.  I also realize that
>         COGL cannot
>         > (currently) work without clutter.  I'm just looking for the
>         minimal amount
>         > of clutter code to use COGL.
> 
>         I've written an example program that should demonstrate all of the
>         above. It's quite verbose because it doesn't use much of the
>         convenience
>         that Clutter offers and because I tried to comment it quite
>         heavily. The
>         source can be compiled like:
>         $ gcc -g3 -O0 -o crate crate.c `pkg-config --cflags --libs
>         clutter-x11-1.0`
> 
>         It assumes you have an image named "crate1.jpg" in the current
>         directory
>         when run. You can fetch the image I used with:
>         $ wget http://www.20threed.com/images/tuts/crate1.jpg
> 
>         I have to mention it doesn't start fullscreened by default
>         because I was
>         actually seeing some window sizing problems with fullscreening when
>         testing myself and since I didn't have a chance to debug that
>         yet I made
>         the 'f' key toggle fullscreen mode instead. It might work for you.
> 
>         If you have any further questions about Cogl please don't
>         hesitate to
>         ask!
> 
>         kind regards,
>         - Robert


Robert,

Are there any specific requirements for this example. It segfaults on my
Fedora 13 install.. Here is the backtrace..

(gdb) bt
#0  0x00000038ad0329a5 in raise () from /lib64/libc.so.6
#1  0x00000038ad034185 in abort () from /lib64/libc.so.6
#2  0x00000038ae861ea4 in g_assertion_message () from
/lib64/libglib-2.0.so.0
#3  0x00000038ae862450 in g_assertion_message_expr ()
   from /lib64/libglib-2.0.so.0
#4  0x00000038c72b0d96 in clutter_backend_glx_handle_event (
    backend_x11=<value optimized out>, xevent=0x7fffffffdd00)
    at clutter-event-glx.c:85
#5  0x00000038c72bb085 in events_queue (source=<value optimized out>,
    callback=<value optimized out>, user_data=<value optimized out>)
    at ./clutter-event-x11.c:1013
#6  clutter_event_dispatch (source=<value optimized out>,
    callback=<value optimized out>, user_data=<value optimized out>)
    at ./clutter-event-x11.c:1158
#7  0x00000038ae83bd02 in g_main_context_dispatch ()
   from /lib64/libglib-2.0.so.0
#8  0x00000038ae83fae8 in ?? () from /lib64/libglib-2.0.so.0
#9  0x00000038ae83fff5 in g_main_loop_run () from /lib64/libglib-2.0.so.0
#10 0x00000038c726bced in clutter_main () at ./clutter-main.c:893
#11 0x000000000040240a in main (argc=1, argv=0x7fffffffe158) at crate.c:527

rpm -qa clutter\*
clutter-gtk-devel-0.10.4-1.fc13.x86_64
clutter-imcontext-0.1.6-1.fc13.x86_64
clutter-gst-1.0.0-1.fc13.x86_64
clutter-gst-devel-1.0.0-1.fc13.x86_64
clutter-doc-1.2.8-1.fc13.x86_64
clutter-gesture-0.0.2-2.fc13.x86_64
clutter-1.2.8-1.fc13.x86_64
clutter-gtk-0.10.4-1.fc13.x86_64
clutter-devel-1.2.8-1.fc13.x86_64

Thanks,

Kevin
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