On Sat, May 12, 2012 at 4:31 PM, Amy C <mathematical.cof...@gmail.com> wrote: > Now, I could spawn each of the 50 toons by having each *individual* > toon store a copy of its filmstrip image. This seems easiest (each > toon is just a Clutter.Texture), but also seems inefficient. > > The way the original XPenguins does it and the way I'd like to try, is > to have some central ToonData object, one per type of toon. So in my > example I'll have 5 of them. Each ToonData has its image filmstrip > loaded up. Then, when an individual toon is drawn, it looks up the > ToonData corresponding to its type and picks out the frame of the > animation it is up to. > > In this way, I only need to have 5 image filmstrips loaded up in > memory, instead of one filmstrip per toon. > > My question is, how can I implement this situation?
I've had a longer think about this, and I feel the way to go is that there is one ToonData per type of toon, which is a Clutter.Texture. Then each *individual* toon is a Clutter.Clone, cloning the ToonData (Clutter.Texture) corresponding to its type - so any skateboarder toon is just a Clutter.Clone of the Skateboarder Clutter.Texture. Looking through the documentation I see mentions of a Clutter.CloneTexture which is exactly what i want -- it says that this makes a clone of a Clutter.Texture but points to the same underlying texture resource. However looking through the 1.10 documentation (http://developer.gnome.org/clutter/1.10) it seems there is no Clutter.CloneTexture any more, but a Clutter.Clone. My question is, is this the same thing? If I Clutter.Clone a Clutter.Texture will it load the texture again for each Clone or just store it once (in the original CloneTexture) and refer back to it? cheers! _______________________________________________ clutter-app-devel-list mailing list clutter-app-devel-list@clutter-project.org http://lists.clutter-project.org/listinfo/clutter-app-devel-list