On Sun, 2012-05-13 at 11:11 +1000, Amy C wrote:
> > Clutter.CloneTexture doesn't exist in Clutter, and unless it's something
> > from Clutter < 1.0, I don't think it ever existed. This must be
> > something specific to the binding you're using.
> >
> > If you want to avoid loading the texture more than once, you can do that
> > by using Cogl at first to create a Cogl texture, then create a bunch of
> > empty ClutterTexture and set the Cogl texture on each of the
> > ClutterTexture. This way the Cogl texture is shared amongst the actors
> > you've created.
> >
> > Hope that answers your question.
> >
> > --
> > Lionel
> 
> Hi Lionel,
> 
> Thanks for your reply, this seems like a good way to go. However I'm
> using the gobject introspection bindings for clutter/cogl/etc, and on
> examining the Cogl-1.0.gir file I notice that
> `Cogl.Texture.new_from_file` is not introspectable, i.e. I don't seem
> to be able to create a texture from a file.
> 
> What about loading the texture once in a Clutter.Texture & then making
> a whole bunch of Clutter.Clones of that? Would that work in the same
> way? (I saw some documentation for Clutter.TextureClone in the <1.0
> interfaces and a bunch of examples too, but I assumed it had been
> depreciated since I couldn't find it in the 1.10 documentation. I
> assume its replacement is Clutter.Clone).

Clones are slightly different, instead of having a reference to the
underlaying CoglTexture, they have a reference on the ClutterActor
they're created from. In your case, I guess that shouldn't be a problem.

Regarding your binding problem, one thing you could try is creating a
ClutterTexture then use the set_from_file() method on this first actor,
and get the CoglTexture using get_cogl_texture on this. You should be
able to create new textures and call set_cogl_texture on them.

--
Lionel


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