On Sun, May 13, 2012 at 11:38 AM, Lionel Landwerlin
<llandwer...@gmail.com> wrote:
> 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

Thanks for the response. After I sent the previous email I also
thought of creating a ClutterTexture from file & using
get_cogl_texture. However, although `texture.get_cogl_texture` is a
function, it seems to return `undefined` as its result always. I do
have the Cogl namespace available and loaded. This is even with the
texture loading synchronously, and I can verify it loaded because if I
add the texture to a stage and display it, it displays the image as I
expect.

I'm not sure why it is returning undefined. (the texture is a .xpm if
that helps any). Although I do notice that this function returns a
Cogl.Handle and the Cogl namespace available to me through gobject
introspection doesn't appear to have a 'Cogl.Handle' object. I guess
it could be another bindings problem.

I'll have a go at Clutter.Clone & see how it goes.

Thanks for the feedback! I'm anticipating penguins running over my
screen any time now!
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