Hi all, OK, so I've been playing with scrolling text again lately, and things are going pretty well, but I've hit another oddball problem.
First off, I'm probably doing this all the wrong way. Short explanation: I'm creating one large gourp. Within this group I'm placing rectangles of varying size, each with some amount of text on them. Quite a lot of text actually that covering most of the screen. (This is actually a program guide displaying a television listing) As the user scrolls around, I destroy and create new actors offscreen when needed. This way the scrolling seems smooth and kind of looks like an infinite list. It's pretty slick and working well. The issue I'm hitting is that as I'm scrolling at high speed, actors are being created (and destroyed) at a fairly high rate, and after some apparently fixed number off offscreen creations, I get hit with: Cogl-egl-WARNING **: ./cogl-framebuffer.c:908: Failed to create an OpenGL framebuffer At which point I get a big hiccup, and then performance goes out the window. Also, any further looping Clutter animations seem to leak memory and consume an unusually high amount of CPU. Clearing the screen and redrawing everything brings the performance back, mostly, but I've lost my nice framerate and the leak persists. Basically this is failing in cogl-framebuffer.c: 768: status = glCheckFramebufferStatus (GL_FRAMEBUFFER); This is on an Intel CE4100 that already has some issues with mipmapped fonts and requires them to be disabled at start time, and the error appears to be happening for non-mipmapped offscreen texture creation. If I cut down the amount of font rendering, the problem goes away! Aargh. Driver issue? Am I killing the GL stack? Any thoughts? Thanks, Jake _______________________________________________ clutter-app-devel-list mailing list [email protected] http://lists.clutter-project.org/listinfo/clutter-app-devel-list
