I think the error is related to the size of your jpg. Graphic cards can only store textures up to a certain maximum size (e.g. 256x256 px). If your texture/image is larger, it will be sliced into smaller subsets that fit into that maximum size (effectively making multiple textures in memory)
I'm assuming the cogl back-end takes care of rendering these slices correctly one next to another. However due to the nature of the operation it is rather hard to do multi-texturing (because the other textures will be sliced differently if they have different sizes, and will only partly overlap with the other layers etc. etc.). So as long as you have defined just one texture for your actor (which usually is the case) there's no problem, when you'd like an actor to have one texture overlain by another it won't work with bigger textures. The exact size would be hardware-dependent. Again, this is what I think the error is about, please correct me if I'm wrong. best regards, Mathijs
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