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!
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