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
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